Games Clubs in schools [Archive] - Wizards Community

Post/Author/DateTimePost
The Library Elf

05-26-04, 11:50 AM
I am wanting to start a Forgotten Realms role-playing club in the school I work at. I think there would be sufficient interest but need help in picking out the best books to buy.

Can anyone suggest what I would really need to start up this club please?

I understand that I'll need a FR Campaign Setting and probably a Monster Manual - but what else?

:D
Red_Rapida

05-26-04, 01:01 PM
A dungeon master's guide and players handbook. More than one players handbook would be nice. Also I suggest player's guide to faerun if you are playing 3.5 ed. If not then you dont need this book.
Lancelot3679

05-26-04, 04:35 PM
While there are some references for the lands of Faerun available now, like the new Unapproachable East, Silverymoon, Underdark, whatever... they really just aren't as good as the originals as far as pure information and content. If you can find a store online that sells the old supplements, like Lands of Intrigue, the North, Cormyr, and so many others, you could set a good game. The best thing about the old books is that they had maps of the different areas in a country/land.

If they are students, that would help pull them into the game and might get them interested into the intricacies that are fleshed out. Some of the books will talk about the politics of a realm, the laws, major houses, and other things. It just depends on what you get and the time that you are willing to put into teaching people the game. I suppose the one draw back to the old books is that they are set for the year 1370 in the campaign setting of Forgotten Realms, and you would want to bring it up to 3E rules where it's 1372.

Picking up some of the old adventures might be good too. I know that I modified Four from Cormyr to 3E with little effort, and it made for some good gaming. Check out what there is and, in my opinion, get everything FR that you can.
Brahzs M'ahnkei

05-27-04, 08:19 AM
Originally posted by The Library Elf
Can anyone suggest what I would really need to start up this club please?

I understand that I'll need a FR Campaign Setting and probably a Monster Manual - but what else?

:D

I run an RPG Club at the Middle School I teach at, and aside from books, you'll need dice. Trust me- they won't bring them in themselves. Look to math supply catalogs and websites for good prices on discount dice- they are mainly sold for lessons on probability.

Try this site: http://www.enasco.com/prod/ProductDetail?sku=TB16020T&title=Math

;)
Valis Moonlight

05-27-04, 09:04 AM
Essentially you'll need:

1.1 Players Handbook(ideally 1 for each player+the DM)
2.1 Dungeon Masters Guide(for each DM)
3.1 Monstrous Manual(for each DM)
4.1 Forgotten Realms Campaign Setting(for each DM)
5.a couple sets of dice for the group to use(if they don't bring their own)
6.some pencils and notebook paper(for notes and such)
The extra area specific books and supplements aren't essential to running D&D and just add flavor mostly.The only other book I would recommend would be the Monsters of Faerun Monstrous Manual Supplement, it has Forgotten Realms specific monsters in it,but again, its not essential.

Thats all I used when I ran D&D back in the day at my school. I found that after a few sessions, the kids who liked playing started buying their own stuff(books,dice,etc) which opened up the original group books and dice for use by newer members as they joined.
dragonheart

05-28-04, 04:05 PM
it would also help to have a couple of folks who can DM - WHen I tried this in HAwaii back in the middle 90s I ended up with 25 kids and one DM (me) and it did not work:behold:
Lashan

05-28-04, 09:49 PM
I would also recommend downloading all the old, free 1E and 2E stuff. That way, there is a lot of reference material that everyone can read.
bahamut_0

05-29-04, 06:37 AM
Once you have the main books (FRCS, MM< DMG< PHB), it would be nice to invest in books like Magic of Faerun.