Another "help, I am new" topic [Archive] - Wizards Community

Post/Author/DateTimePost
jhoban

12-15-05, 03:25 AM
OK, I have been doing my homework. I know what I am needing to get to start. My first purchase will be the basic game to get wife and kids hooked. Then I will get myself the handbook to start...but probably all 3 if I can talk the wife into it.

I am prepared to make my own simple little adventures for them...but where do I go from there. I am seeing many terms on some of the D&D items that I dont understand for sure what they are.

I want something that will lay out a story, setting, and dungeon layouts for me as a DM. Are these called suppliments, adventures, campaigns? I guess I am looking for definitions of what all the extras are called.

Also, where would be a good beginner place to go once I have done the basic game, then moved on from a few simple adventures that I set up? As stated above, something that sets up everything for me. All I have to do is follow the story and keep my players going.
loaba

12-15-05, 03:33 AM
Basic set is a good start, it will include a grid, some minis and an adventure and sample PC's.

Not sure how many adventures come in the basic set, but I expect there would be more one. Regardless, there should be enough of an example to get you started on making your own adventures after that.

Also, you can DL free modules from this site as well as purchase modules from your local gaming store that are level appropriate.

What you need beyond the basic set is the core books, the DMG, PHB, and MM. After that I would recommend picking up a battle grid of some sort and certainly some extra sets of dice.
TheLastOfTheFallen

12-15-05, 03:36 AM
If your wife is opposed to you spending money on the core books, you can (in theory) play the game using nothing more than the material found on the SRD (though I wouldn't reccomend it - the flavor text is useful, informative, and fun). As far as prepackaged stuff you can use with minimal efforts, then you want published adventures. They tend to be less expensive than the other large, hard-cover books, and allow you to play games without having to do alot of advanced preperation. Just make sure the intended Challenge Rating of the adventure matches the average level of your group, and you should be good to go.
jhoban

12-15-05, 03:39 AM
Thank you...but is the "module" the stories for me to go by.

Like I said, it is the terminology that is throwing me off. Here is mainly what I am looking to understand the meaning of.

Adventure-
Module-
Campaign-
Novel-I am assuming this is simply a book, not part of gameplay.

And any other terms that might describe various things I would eventually want to purchase to enhance my games.
allenchan

12-15-05, 03:40 AM
Campaign: This can refer to various different things. Various adventures put in order can encompass a campaign, for example "I am playing in my friend's campaign". A campaign setting is the world in which the game takes place. Narnia, Middle-Earth, Forgotten Realms, Dragon Lance, etc. And finally, a campaign can also be called an Adventure Path, which is similiar to an adventure but encompasses everything from level 1 to level 20.

Adventure: This is in essence the story of which the players progress through. Premade adventures are often also called modules, which have pre-constructed encounters with monsters, laid out dungeons, and story arcs that can be intergrated into your own.

Supplement: This is any additional book beyond the "core" three (dungeon master guide, monster manual, and player's handbook). They normally contain more spells, classes, feats, etc, and are not necessary to play the game.

Before deciding if you want to purchase the core three books, also check out the SRD ( http://www.d20srd.org/ ), which contains most of the rules for the game, but leaves out some crucial information that is necessary for a dungeon master, and certain specifics about creating characters, etc. Enough to get the jist, though.
jhoban

12-15-05, 03:51 AM
OK, I think I got it. It sounds like I will be looking for adventures or modules then. Is the difficulty labeled easily on each book?

As for the money issue, I will certainly get all the core books, I just meant if she would let me get them all together. She is the type that says no way to letting me spend $90 on a game, however $30 every other week for each idividual book would be ok. Dont ask, I love her to death, but she is a strange one.

I have however been browsing through the boring rules here. Mainly just to get an idea of what I am getting into.

Wish me luck, I am sure we will have tons of fun.
TheLastOfTheFallen

12-15-05, 03:57 AM
Most published adventures have "An Adventure for Characters levels X through X" on the cover, for your buying pleasure. Best of luck to you and yours, and I wish you many happy years of family gaming.
MessiahOmega

12-15-05, 04:44 AM
i highly reccomend the book "Dungeons and Dragons for Dummies". ive been playing for quite a while, and still found useful things in it!
jhoban

12-15-05, 05:08 AM
I saw that D&D for dummies listed here. I must say I was curious about it. I have never seen it at my local stores..then again, I was never looking for it. Might have to finger through it if I can find it.
Nom

12-15-05, 07:30 AM
Like I said, it is the terminology that is throwing me off. Here is mainly what I am looking to understand the meaning of.

Adventure- D&D characters go on "adventures". Generally, an adventure is the smallest unit of coherent story, much like a single story in a book of short stories. An adventure has a "hook" (how the PCs get involved), one or more "events" (things that happen) or places to visit, and a "goal" (what the PCs are trying to achieve). In theory, one session of play is one adventure, though in practice it often doesn't work out like this.

Module- A published adventure.

Campaign- A connected series of adventures featuring the same characters. Character advancement (ie "gaining levels") generally occurs at the campaign scale, not within a single adventure.

Also:

Core rulebook- The Player's Handbook (PH), Dungeon Master's Guide (DMG) or Monster Manual (MM). Together, all three comprise the complete set of rules for playing the game. The PH contains the general rules and general advice to players, the DMG contains rules and advice specific to running the game, and the MM details monsters.

Sourcebook- Describes a setting or world (countries, cultures, ...). May also contain some short adventures set in the world.

Expansion rules- (a.k.a "splatbook") - a book of optional rules.


On the Basic Game, be forewarned that it's not really that great as an intro. It features a cut-down ruleset, but some of the rules are hard to understand unless you actually know how to play the full game. It also plays a bit more like a tile- or card-based adventure game than D&D does. There is a role-playing scene, but it occurs too early, before new players are ready for it. That said, it contains some cool tiles and minis, and can be a good intro for younger players if they don't mind a more wargamey style game and the DM knows the actual D&D ruleset. If your potential players are more into storytelling than beating things up, it won't work as well.
Stardrake

12-15-05, 04:29 PM
And for a set of adventures/modules your wife will like (i.e., free ;) ) go to this link. (http://www.wizards.com/default.asp?x=dnd/oa/20030530b)

It's the Wizards Of The Coast collection of free adventure downloads--all with appropriate levels clearly marked. Definitely worth a look.

Also check out DUNGEON magazine--3 adventures per issue, one low level, one medium level, one high level.

Hope this helps!
jhoban

12-16-05, 12:23 AM
Thanks to everyone for the help. I believe I am all set until I actually get going in the game. I have to wait until christmas to get the stuff...I mean the kids have to wait until christmas. Ehhh, you all know how it goes.

Thanks again.
Nate Jones

12-16-05, 10:39 PM
If I can recall correctly, Amazon.com has a rather nice deal for the three core books - 3 for the price of 2.