How to Get Started Playing Dungeons & Dragons: The Comprehensive Guide Continued

It isn’t always about the rules. Sometimes it’s hard to know what everyone seems to take for granted. Seems like it, anyway. Well, I try not to take anything for granted. You guys need chips, is what I’m saying. If nobody brought chips, you need to read this.

A figure stands on a road leading toward a castle on a hill, with cliffs in the background, a glowing glyph dominates the evening sky, framed by roiling clouds.

“A world of adventure awaits…

If you have been asked to join a game group, this is your very best bet at getting started. It can be a little scary, I'll grant you, but you will find that it is a fantastic way to meet people and make friends. It has never been easier to find a game to join, with facebook groups, likely ones focused on your local area, dedicated to matching players with likely groups. Game stores are more common than ever, and a great place to find a game. Many stores have nights during which they exclusively play D&D. Colleges and military bases are excellent places to find a group, if you happen to be in one of those situations. Even high schools and middle schools have D&D clubs these days. Ask. Talk to whoever is running the game and see if you can play.

Alternately, you could invite some friends over, crack open a bottle of wine, put on some jazz or classical music, and get your own group going. This is not the easiest route, but could be the best for you, if you are willing to take on a bit more and be the Dungeon Master, or DM. I mean, maybe one of your friends will do it, but if you're putting together the party, it's probably going to be you. Whoever takes on that role should read the rules, or watch some youtube videos, to find out how the game works. We're going to discuss that some, but the DM is going to have to do a bit of work to stay ahead of the players.

We always played around the coffee table, for comfort. Many, if not most, people sit around a dining room table. Somewhere to sit, and a surface for writing and rolling dice, at a minimum. Turn off the TV, and make sure other people won't disturb (or be disturbed by) the game. If this is an event, you could book a private room at a restaurant, or you could reserve a room in your university library. Game stores, again, often will provide a space.

We will discuss how to be a good player in another section, possibly the next post, but here is one thing you have to do: turn up and be present. If you are going to play, then play the game. It's one thing if it's a one-shot, or you're just trying the game out, but if you are playing in a campaign, then you have made a commitment. It's not any different than joining a basketball league, or a book club, in that of course you can miss, life happens. But you should try hard not to miss. You should show up on time and mute your phone and play the game. Be ready to accommodate a few other schedules, and yeah, scheduling's a bitch.

First time you get together is usually a 'session zero'. Not always, but if you guys have never played, you should have a session during which you discuss the expectations for the game. For example, is anyone interested in roleplaying shocking or potentially offensive behavior? If you are, and I'm not, that should certainly be a part of the conversation. What kind of game are we playing? Do we want to be led through a story, or do we want to poke around in the world and find out what kind of trouble is out there for us to engage with? Does the DM have any 'house rules'? Things he does that maybe other DMs don't? Is there a particular climate or environment that will come into play most often? If we're playing Rime of the Frostmaiden, I will prepare a different character than I might for Descent into Avernus.

…All you need to do is decide who you want to be.

Also, there should probably be some discussion of tactics and balance during character creation. A party of fighters can be overpowered, until you meet your first spellcaster. Can anyone heal? How will the characters fit together socially and tactically? A chaotic evil rogue and lawful good paladin is the iconic mismatch to avoid, but there can be many others. It is something that can take the party by surprise, and not in a good way. Session Zero is the time and place for that conversation.

Your Session Zero can be the first hour of the first session, or you can set up the next session as the beginning. Either way, it's time to play the game. Huzzah! The DM will likely have an introduction of some kind that introduces you to the adventure. They may not. Don't be concerned if they just drop you into a tavern or whatever, and give you no guidance. It can be a bit overwhelming, I get it. But it really shouldn't be. You've been to a restaurant. Have a seat and order some food. The DM, no matter what is going on in-game, is describing to you what is happening around you, wherever you happen to be. Pay attention. At some point, the DM will ask you what your character is doing. Ask questions, if you aren't sure of exactly what is happening. Your character knows more than you, they aren't listening to a description. So, ask the DM if you want clarification.

Then, say what you are doing. Make decisions, and yes, they can be ridiculous. They WILL be, if my playing history is any guide. It can be giddy to new players to realize they can do ANYthing. So, they do. Eventually, you will settle down into some more nuanced play, but don't be discouraged if there is some initial silliness. It IS silly. It's structured pretend. But it can be fun, and more than that, it can be a moving and impactful virtual experience that cannot be matched by technology. YMMV.

The DM will assist you in resolving your actions and telling you the results, describing to you the new situation, and asking again how each of you will respond to it. If you guys do that enough, you will have completed an adventure. It truly is that simple. I mean, of course it isn't, but that is the essential magic.

One of the best traits a DM can have is time management. They will have to guide the session to a natural-seeming ending point on or near the time your group has decided to end the game. This isn't terribly difficult, but can take some practice. When I was a kid, we would go over to my friend's house and play well into the night, pass out and wake up the next day and play well into the night again. Ah, those were the days. Now, my home group gets together for about 3 hours, once a week.  I'm going to assume that's a more typical situation for you. The DM can end in the middle of a battle, that can seem like a 'cliff hanger'. Or just after a plot twist. That seems to be the most common way to stop adventuring for the week and try to hook everyone into coming back for the next episode..

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Running Better D&D Games

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How to Play Dungeons & Dragons: The Comprehensive Guide