Absolutely New! [Archive] - Wizards Community

Post/Author/DateTimePost
Sheka

03-13-06, 01:18 AM
Hello, I'm new to the site and come with a few questions. (Please bear with me)
Recently, me and my nephew (I'm 17, he's 8) have decided to try DnD, only thing is, we're both complete novices.
Is there any advice on where to start first? Is there a certain version for absolute beginners? Only store I think I saw a beginner's kit closed down recently.
Thank you for any advice and help.
Tempest Stormwind

03-13-06, 01:30 AM
Hello, I'm new to the site and come with a few questions. (Please bear with me)
Recently, me and my nephew (I'm 17, he's 8) have decided to try DnD, only thing is, we're both complete novices.
Is there any advice on where to start first? Is there a certain version for absolute beginners? Only store I think I saw a beginner's kit closed down recently.
Thank you for any advice and help.
Depends if you're referring to just the rules, or absolutely everything.

1) For the rules, there's D&D Basic, a starter set that resembles a board game. It's probably the best "complete and utter newcomer" introduction to the rules. You can order them from Amazon. (Not everyone agrees this is the best introduction, but I think it serves well enough.)

From there, the Player's Handbook is the next logical step. You don't need to have it memorized, but a working knowledge of it is helpful. This step can be done concurrently with #3.

(MY introduction was an "off-the-deep-end" game with a DM (Dungeon Master, the game's referee) who had us do next to no work, partnered with a godlike character he controlled. Not the greatest, let me tell you. Right after that, though, I read the Player's Handbook, and from there springboarded into the rest. I think there's about three non-setting-specific books for this edition that I haven't read (a few more if you count setting books; I don't really like the Forgotten Realms setting.))

2) If you're not used to roleplaying, consider a bit of creative writing, or simply reading a lot of fantasy. Different groups have different standards of roleplaying -- most of my DMs, sadly, insist we roleplay every waking minute of my character's life with no sense of abstraction, while others will accept descriptions of activities and allow the dice to do the talking sometimes. This is dependent on the group, but it helps to learn a bit about speaking in character.

I'm one of those innate pretender people -- I've always known how to act like another person. I can't truly explain or give RP tips; others can do that in my stead. Sorry about that.

3) After going through 1 or 2 (or both, if need be, in any order) find a gaming group. They come in various sorts -- the traditional group of friends in the basement, clubs at universities, Play-by-Post or Email versions online, IRC real-time online games (though if you use this option, I suggest OpenRPG (http://www.openrpg.com) instead; it's easier to follow with miniatures and macros)... All over the place, really.

A good place to start would be your local game, comic, or hobby stores for real-life gaming, or in the Gamer Classifieds here (see the main forum indices for those).

This group, once you've found them, should give you the rest of the experience, and can help you with any direct questions.

I hope that helps. If you have any further questions, either now or along the way, either post them here for everyone, or send me a PM and we'll set up an interactive tutorial. (I've taught the game to about eighteen people so far, most of them complete newcomers -- one hadn't even heard the name.)
Rocketboy13

03-13-06, 01:34 AM
There is the D&D basic game which gives a good introduction for five players into how the game works. It provides the dice you will need, and some of the figures (that while not required) are very cool to play with. :cool:
The real key to starting off is the Players handbook, it gives all the races (elves, humans, dwarves, etc.), the classes (Fighter, Paladin, Wizard, etc.) and spells you will need to make a character. :mage:
If you have a group to play with, something you can locate through gaming/comic shops, or book stores, than all you will need is the players handbook. :ayyyy!:

If you want to run a game yourself, or just be more familiar with the rules beyond being a player, the Dungeon Master's Guide will be your next step. It provides tips on how to run a game includeing rules for environments, and more importantly magic items. :fight!:

To finish out the core three books is the Monster Manuel, it provides some 300 monsters, animals, and creatures to combat within the game. :dragon:

This is a game of imagination. Imagination and a lot of math, but mostly imagination. If you enjoy writing your own stories, and playing through them with your friends than this game is for you. ;)
Welcome and good luck
Parker_W

03-13-06, 02:40 AM
Honestly, my advice is to start like most of us started; by joining a pre-existing group. Most groups welcome newcomers and will be willing to hold your hand through the first couple of games. If you don't know any DnDers, just join a meetup group in your city (at meetup.com), or go to a local gaming store and just say that you are new and looking for a group.

Keep in mind though that DnD really isnt a "game", its more of a cross between a social activity and an interactive fantasy novel. Like a story, there arn't any winners or losers in DnD. Why I'm telling you this is because I think that it is going to be hard to start a DnD "game" with just you and your nephew...it isnt a normal "game" in that sense; you need a little bit more people.

Anywayz, have fun man!!
ossik

03-13-06, 07:27 PM
Years ago, my group started by playing the board game, "Hero Quest". I'm not sure if you can still find it even, but it's lots of fun, and as soon as the rules started hindering what the characters wanted to do we moved up to the standard d&d books (Players' Handbook, Dungeon Masters' Guide, and Monster Manual book)

Our same group has lost and gained a few people since those days, but we're still playing and loving every session.

:cool:
Sheka

03-13-06, 09:01 PM
Thanks a lot for everyone's advice, I'll look around for D&D Basic. I'll probably have to find people to start with since all of the people I've asked so far weren't interested.
Wish us luck!
Fox Lee

03-13-06, 10:07 PM
I just wanna say - if you're still after advice, the "Warlock" class in the Complete Arcane book is golden for new players. It may seem complicated because of the controversy about it on the boards, but as written it's one of the most simple options in the game (very few spell-like options to choose from, and fewer still you'll need to memorise). It has perfect "Duracell" value (no "x times per day" abilities to keep track of, or worry about using up too soon), and huge aweXome points (because it can fly and blow stuff up - what more could you want? :p). The only downside from a newbie perspective is that an evil alignment is usually a bad idea for a first-time player - but that's easily solved by taking chaotic good, which is probably to most "easy" alignment choice anyway. Anyway, I'd recommend it just because it's simple and fun, and certainly comes with less stress or planning than most characters.

Take as you will ^^