Confessions of a DnD virgin

Started by Langku, January 29, 2014, 05:41:11 PM

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Langku

I was stoked to see all the talk about DnD on the "have you tried this" thread. I'll explain why but first a brief history of me and tabletop RPGs. FEEL FREE TO SKIP THIS POST AND PICK UP AT THE NEXT ONE:
Most of my best friends in high school were DnD fans and for some time they had a play group to which they invited me weekly. I always laughed and said they were super nerds and I wanted no part of it but I think on a deeper level I still felt that my religious vales and the sinister elements of fantasy were mutually exclusive. Now I'm 36 and, though I still dislike the "darkness" I recognize what a crucial and even valuable part if narrative and philosophy it is. OKAY, RANT IS OVER AND YOU CAN SAFELY RETURN TO THIS THREAD 😊


Langku

I feel like I missed out on a wonderful experience and so, with a family, full time job, and myriad other obligations I kickstarter this pen and paper RPG.":

https://www.kickstarter.com/projects/diamondsutra/ryuutama-natural-fantasy-role-playing-game

I have some other dads/ married buds who want to play, I have a big bag of dice, I've read and marked the rules, and I've got my notes for a play session. Problem is, I have no experience in running a campaign. IMtG, would like to hear your nugget of wisdom about what makes a great experience for players.

Ertai

So, are you playing with your friends irl? Or online?

Mikefrompluto

Oh nice! $15 or even $25 isn't a bad price for the game considering DnD books are roughly $18 a piece.

Anyway, I'm not as seasoned a player as some other members here may be, but some advice I can give you is to remember to have fun with it. My group has a blast and that makes it 100% more enjoyable. I couldn't imagine playing with people that are rigid and don't crack jokes.

Another thing I'd suggest is if you are DM'ing (GM'ing in non-DnD?) then make sure to know the rules! We're playtesting the new edition of DnD but even so, the DM has the rules committed to memory and it makes sessions run so much smoother.

Langku

Quote from: Ertai on January 29, 2014, 05:52:43 PM
So, are you playing with your friends irl? Or online?
I hadn't eve considered an online method but considering the challenge of getting together a group of dads, that might be viable. For now it's irl, though.

Langku

Memory. That makes good sense. It's a daunting task but I've playing any new game is better with someone who knows the rules. Thanks Mike.

Mikefrompluto

Quote from: Langku on January 29, 2014, 10:23:01 PM
Memory. That makes good sense. It's a daunting task but I've playing any new game is better with someone who knows the rules. Thanks Mike.
Anytime! If you're all new to it, then it'll probably be more beneficial as everyone's on the same level. I'm the slow one in my group since everyone else been playing for years.

Welcome to the wonderful world of pen and paper gaming! I'm sure you'll find it as rewarding as Magic, if not more.

Ertai

Well Roll20.com is a wonderful place online to get together via Skype to play.

I'm also a father of two children. A boy of 17 months, and a girl who's a month old.

If you're interested, maybe we can gather some more folk from the forums and start something. :)

I would be glad to DM.

Walkhard

Best advice possible for a fun dnd game is let the players decide. I don't know how many times a game is ruined because a dm wants the game to go this way and can't go with the flow of the group.
Also always have multiple stories going on in the world. Even though by the end of a campaign most of them won't be told, the one that is will feel like theirs and will be truly satisfying. Plus it will make the group more willing to explore.
Lastly watch some videos and maybe check out the podcast nerdpoker for some ideas on how to run a game and how it should move.
Hope you have a great time!

Mikefrompluto

I found something on Reddit (it's not ALL a cesspool of trolls) and thought I'd share. It's DnD-specific but most of it can apply to other pen and paper games.

http://www.reddit.com/r/DnD/comments/1whw3c/after_my_first_month_of_dming_here_are_some/

Langku

Quote from: Mikefrompluto on January 30, 2014, 01:09:55 PM
I found something on Reddit (it's not ALL a cesspool of trolls) and thought I'd share. It's DnD-specific but most of it can apply to other pen and paper games.

http://www.reddit.com/r/DnD/comments/1whw3c/after_my_first_month_of_dming_here_are_some/
I love the RP We are running since the first half of those ideas (no railing, shared resources, npc roles, etc) are pretty much set in the rules. The second half of his suggestions are gold, especially using descriptors and encouraging environmental destruction.


Anoobass

I could ask my friend, she DMs for us a lot and deals with our crap...  I'm sure she's be gla to give u a few pointers.

Langku


Anoobass

She went to bed, but I will hopefully have a reply for you in the morning.

Anoobass

Turns out she wasn't asleep, so here you go, and btw, agree with all of this:

Rule number 1 : Expect the unexpected. Players will often do things you've never planned for, like licking a castle wall. You can ignore it, or give them props for thinking of it.
Rule #2: Don't Assume. We know what that does. Players don't always do what you think they will. Forcing them down a path can make a game frustrating or boring. Think open world rpg. Much more fun.
Rule #3: don't get pressured. If a player wants a level up and won't shut up, it ruins the work it took other players to get there. When you set a rule, don't go back on it.
Rule #4: write things down. You will forget or need to take breaks. Trust me. You'll need how much that iron dagger costs later.
Rule #5: take breaks. D and d might be fun, but you will wear it out. People get tired and need a time out.
Rule #6: plan ahead. Never come underprepared. Have everything with you, even if you think you won't need it. Because the moment you don't have it, you need it.
Rule #7: get creative. Make fun chapter illustrations or handheld quest rewards like chocolate coins or a handmade parchment. It enchanted the game experience.
Rule #8: make more than one type. Everyone likes change. Don't make straight fighting quests or straight diplomacy ones either. It gets old quick. Over time you'll find out what each player wants and can design to that standard rather than making quests that never get used.
Rule #9: 3-5 max players. Too many people makes it too slow, too little makes it not as fu .
Rule #10: don't be overly generous. Giving players too much makes them cocky, but taking it away because of your own folly creates frustration. Remember this.

One other tip: organize. Make one person (trustworthy) hold the player sheets. Makes it easier to keep track of, and less likely to lose.