| Post/Author/DateTime | Post |
|---|---|
| #1varcolacDec 29, 2009 10:59:15 | My friends and I have decided to get into rpgs. |
| #2pluisjenDec 29, 2009 11:09:44 | Those 3 books, yes. You'll only need 1 copy of the DMG and MM, but it might help to have an extra PHB since each player needs to look things up occasionally. As for easiest... I don't know. 3e is a bit older, so you might be able to pick the books up for cheap, but they're also harder to get supplements for and there won't be any new adventurers. 4e is newer, so you can get it in all the stores and it's easier to get players (and personally, I find that the rules are easier, too) but it'll also cost a few bucks extra probably to get started. You could always kick off with the free starter (google it) but it's rumoured to be tough to beat. |
| #3disciple_of_juiblexDec 29, 2009 11:09:48 | 4e, the newest edition, is often said to be the eaisiest and it also will continue to get support from wizards. |
| #4varcolacDec 29, 2009 11:33:48 |
Can someone link me more info on this? And thanks that does help alot. |
| #5melloredDec 29, 2009 13:00:09 | If you get DDI (recommended), you'd still want the DMG and the PHB1 (and probably a MM) since there are rules are in there that aren't in DDI. DDI will give you access to 95% of what's in the other books. If you just want to try it out, www.wizards.com/dnd/TryDnD.aspx |
| #6oxybeDec 29, 2009 16:24:44 | you only need the PHB to play. the DMG & MM are optional for a player, but as a DM, they will prove almost invaluable. easiest to learn? 4th ed. various reasons, but it's just more streamlined and you don't need to "relearn how to walk" when changing classes see my sig for pretty much everything you need to test out D&D for the cost of printer paper+ink. download the test drive + character builder. it has the important rules you need to know for starting play, a few pregen characters and once you're comfortable you can make low level characters & level them up with the builder, as well as play the Keep on the Shadowfell module. there are a few tools that you might want to look at and fool around with: the token maker for making PCs and monsters, the graph paper for making a 1x1inch battlemat, online dice roller if you're too cheap to buy a set, ect... |
| #7dirtyfrankDec 29, 2009 19:15:11 | As mentioned above you've basically got the core 3 covered. The phb2 would be good for more race and class options. Me liking lewt would also find the adventurer's vault (and adventurer's vault 2 if you get the phb2) to give more options for gear. This would of course also be in the character builder if you get DDI, but I find these things useful to have with me for it is sometimes more convenient to have a book with me than my laptop. Also if you get DDI you'll have access to the adventures in dungeon magazine of which you guys could use. |
| #8marc_byrneDec 29, 2009 23:43:25 | If everyone in your group is completely new to RPG's, then I highly suggest that you each take a turn as DM. There are several reasons I think this would be a great idea. First, it will help everyone understand the rules better. Second, it gives everyone a clear taste to how monsters work. Third, you never know who will like being DM and who won't nor do you know who will be best at it. Everyone taking a shot at it gives everyone an idea of whats going on and what is expected. Even if you each just take a turn running a basic combat encounter as DM, even just rotating through different premade or throwaway characters at the same time. (ex: 5 people need 4 characters, 4 people play one DM's, then the DM takes one of the characters to play and that player DM's the next encounter, repeat till everyone has DMed) I think its a good way to just get everyone on the same page with how RPG's work. |
| #9melloredDec 30, 2009 10:29:48 | If everyone in your group is completely new to RPG's, then I highly suggest that you each take a turn as DM. This is a good idea. But to add another reason, it reduces the "DM vs PC" aspect when everyone's been on both sides. Remember, the game should be fun for everyone. |
| #10the_lord_in_greyDec 30, 2009 14:15:43 | I hope you have visited the try D&D page linked above - as said the free downloads will take you far enought to know if the game is for you. These are the matters of trying D&D 4e - which I agree is the best of the editions. If you find the game not quite to your taste, you thought RPG's would be different - come back here and share experience see if some advice can help - though there are lots of other RPG's and message boards that talk about all of them and their pros and cons. Some general guidelines in terms of play: 1) Show up on time, and be honest about scheduling issues ahead of time. Don't leave an empty seat by surprise. 2) Know the rules relevant to your role at the table - when learning don't fuss being perfect, you'll make lots of mistakes and still have loads of fun, but over time don't depend on others to tell you the rules (you know you're going to want to bull rush and push people around lots, read up on those rules). 3) Colour Inside the Lines, playing a character appropriate to genre, past events, and tone. Don't be "Fred the Samurai" in a group of "we're trying to be realistic quasi-Arthurians". Each table will have its balance of seriousness/goofiness, there's no one right tone but there will be a tone for each table. 4) Be Descriptive and Play With Colour; speak in character when it fits, add descriptive details to mechanical actions, "struck howling in rage" rather than just declare Power Attack - in 4e look at the flavour text on actions. Play with it, revise it to fit your character and use it! The game is not declaring a series of mechanical game actions, those are there to simulate the fun narrative cinematic stuff. 5 (A) Be interesting to watch. Interesting isn't a scottish accent or a limp, it's flaws, conflicts and issues to resolve. Characters who never stumble and have nothing in themselves to overcome are boring. 5 (B) Be really interesting - create a mystery or a conflict. Why is your character scared of goblins? What is your compulsion with that particular weapon type about? Where does that 10% of your income constantly vanish? Will you keep faith with your current god or convert to the heretic sect? These are hooks for the GM that will let the GM (DM in D&D) run a game that fits the PC's. 6) Be a good audience: Know what's going on, what happened, who's who, and support others' play with your attention. Don't spend all the time that's not your turn surfing web or playing with iphone apps - though 4e does a good job of creating events that you act/react to not on your turn. 7) Make Choices in Play that Support Other Players, help them have their fun, respect their "colouring", allow the themes they are interested in to be explored. 8) Make the stuff that happens at the table the story – try to fit the narrative and drive play forward. Play into the conflicts on purpose, bite when you see a hook – and if you don't bite, do it in a way that makes the whole situation more interesting. Don't say "my urban rogue wouldn't be interested in going into the mountains", say, "My uncle the prospector went missing in those mountains, didn't he Mr. DM?" Rob |
| #11lincoln_hillsJan 07, 2010 13:34:20 | If you're fortunate enough to have a local game store (with playing areas) in your area, you should ask the clerk whether any groups regularly meet there. A session or two sitting in with an experienced DM is usually a good way to get a basic education in the system. (Warning: there are certain groups that are 'toxic': they are groups of players who play at a game store because they've all been booted from regular groups for various antisocial behaviors. If the entire session revolves around them trying to jerk each other around, you've stumbled across one of these tar-pit groups. You should treat that session as a valuable learning experience, and a chance to see what happens when gaming goes wrong.) That said - most game-store groups consist of decent players who just can't arrange a regular schedule. They're accustomed to an ever-rotating cast of characters, so they won't be too surprised if you are only around for a few weeks. It's good experience, and you might find an extra player to tow back to your in-house group. |
| #12CybitJan 08, 2010 16:27:16 | If you're fortunate enough to have a local game store (with playing areas) in your area, you should ask the clerk whether any groups regularly meet there. A session or two sitting in with an experienced DM is usually a good way to get a basic education in the system. QFT on both counts. I DM'd a "toxic" game for about a year, and once I stopped DM'ing, the party apparently went completely insane. I'm normally too nice for my own good, but I realized I needed to be a hard ass to keep them in line. On the bright side, I met two of my current players at the game, and as soon as I realized they weren't complete asshats, I invited them to my normal game. :D |
| #13zannJan 09, 2010 1:51:42 | Hello, I am very new to this site (I just signed up :0) I was reading this post and I have a question. I am a very old school player from way back. I havent played since the early 80s. My daughter whom is now almost 17 approched me with intrest in playing a game that sounded exactly like D&D by her description but she called it something else like "Rift" or something. Has anyone heard fo this? I tried to google it but I came up with some very interesting guitar mags and sites but not a rpg. Also I still have a copy of Dragon Lance Chronicals I let her take to read (Hoping it isnt too old that it will turn into dust as she opens it). Do you think DLC will confuse her? too outdated??? GAH! I feel old now. In advance , Thank you for your input. Oh and if anyone knows of a place that I can find local gatherings or if your in my area....???That would be awsome too. Zann Mother, drug dealer, taxi driver, personal atm and all around old fart. Its very nice to meet you! |
| #14MysteriaJan 09, 2010 2:42:17 | Well, I can't give you any personal advice, but here's the relevant Wikipedia entrance: Rifts. |
| #15Mad_JackJan 09, 2010 23:30:06 | My daughter whom is now almost 17 approched me with intrest in playing a game that sounded exactly like D&D by her description but she called it something else like "Rift" or something. RIFTS. Not at ALL like D&D - the premise of the game is that all realities have bled into each other and the world is now one giant hodge-podge of vampires, giant robots, evil corporations, aliens, magic, etc... The mechanics of the game are pretty different as well. |
| #16regalkainJan 11, 2010 2:19:35 | My daughter whom is now almost 17 approched me with intrest in playing a game that sounded exactly like D&D by her description but she called it something else like "Rift" or something. I've tried running a Rifts character, I can honestly say it's a far-cry more complicated then any D&D system, new or old. (I've tried them all to.) and the settings themselves tend to be extremely hit or miss on some things. (As in there are times that the PCs are just made of paper compared to the environment.) Though if she's looking at it for the more mech/advanced aspects, I am sure the bright minds here can find a better gateway for it. If she's looking at it for the P&P drama/acting out of it. then try to sway her to D&D, because Rifts really is a big headache. At least in my opinion. Edit: Actually this might be a nice place to post this, since I'm new to this site and a bit lost. I live in the middle of nowhere. (Half of the people in this town have never heard of D&D or P&P, the other half "don't play stupid kid games" ) So past the three members of family I have here who do play. (With conflicting schedules that can sometimes only happen once every few weeks.) I was wondering if anyone knows any decent place to try and work out an online game, or sometng similliar. |
| #17cigaretteJan 15, 2010 12:33:00 | The main book you need before anything else is the Player's Handbook, which will teach you how to play. Read it from cover to cover, wait a week, then do it again. Next is the Monster Manual, which is very important. Although you don't need to read the entire thing, skimming over various monsters so you can get a good grasp on how monsters work is a great idea. Thirdly, if someone in your group plans on being the DM, the Dungeon Master's Guide. I read it, although you may nnot have to if you have someone willing to DM for you. Lastly, I would pick up a copy of a Player's Guide to a campaign setting. Use a wiki to look up what each one is like, and then, after really grasping the Core Player's Handbook, dig in and learn what you can. -Uglii |
| #18PinnacleJan 16, 2010 13:26:56 | I was wondering if anyone knows any decent place to try and work out an online game, or sometng similliar. RolePlay onLine Myth-Weavers Plothook |
| #19MysteriaJan 19, 2010 15:17:15 | And see my sig. |
| #20GelatinousOctahedronJan 19, 2010 15:59:39 | To the OP, they also released a bundle of PHB and PHB2 for christmas that you might be able to find on amazon or at your bookstore. It was about $20 less than buying the 2 of them seperately and PHB2 should be the 4th or 5th book your group gets after buying the 3 core ones. Adventruers vault would be the other book that would get 4th or 5th place. |
| #21The_StrayJan 23, 2010 8:25:31 | Why, when people are praising the DDI stuff, do they never mention the Monster Builder beta? The Monster Builder is awesome on toast for those who want any monster ever at their fingertips, who want to tweak a monster to be more level approptiate for their party, to crib interesting monster powers and create monsters like Lego castles, or weave new beasts and NPCs from whole cloth? All this and you get the Compendium and the Character Builder, as well as access to all the back issues of Dungeon & Dragon (that last one might be a mixed blessing...) Seriously. Why is there no love for the Adventure Tools? |
| #22razzanorJan 26, 2010 13:33:13 | If you are a dungeon master who enjoys creating realistic, interesting encounters with a touch of personal flair, the Monster Builder is by far the most important resource that you can have at your fingertips. For everyone else, the character builder has everything you could possibly need. In other words, forget the books, save your money, and get a DDI subscription. One person with a laptop completely replaces the need for books. |