The Dungeons and Dragons Meeting: A Guide for Taming
Your Players
by Isolo Aranel
for Advanced
Composition, ETSU, Spring 2011
Welcome to the Realm of Dungeons and Dragons
A newcomer to Dungeons and Dragons may view a gaming
session as a strange mix of gambling, arguing, and strange ritualistic
incantations that sound like complete gibberish. However, it's not quite as
ritualistic as people might think. A pen-and-paper role-playing game is like a
video game taken out of the constraints of a TV and game console and thrown
into your living room or man cave, complete with real people. Dungeons and
Dragons lets you use your imagination to it's fullest; it's a completely open
world game, meaning that anything, and I do mean anything, goes.
You can run across the rooftops of a city to escape the city guards, steal a
team of oxen and the attached cart from a drunken merchant because you're low
on cash, hunt minotaurs for a high profit and even higher fame, or burn the
entire kingdom to the ground because the king didn't pay you enough for saving
the princess. You can play an honorable knight that always rushes to the aid of
the innocents, an evil assassin in a constant search for riches, or a sorcerer
that is somewhere in between. Each time you play a character, you have a chance
to become someone else for a few hours and act like you never would allow
yourself to act in real life. You take on a new identity and become your
character, thinking, talking and acting as he/she would. Dungeons and Dragons,
essentially, is all about your imagination and how you use it.
The Basics
At first glance, playing
Dungeons and Dragons can look complicated, but once you break it down into the
basics, it's pretty simple. The game consists of several basic elements, as stated
in the basic rulebook for Dungeons and Dragons The Player's Handbook,
published by Wizards of the Coast:
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Acting: the role-playing part of the game. Every player has a
character that they create before the game begins and these characters have
personalities. The player, throughout the game, will act as that character
would, often mimicking their character's speech patterns, accents, or physical
quirks, such as winking or nervous twitches.
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Social
Interaction: Players have to work
with each other and the imaginary characters that they encounter within the
world, called NPCs. Dungeons and Dragons encourages teamwork and other
important social skills, like the art of compromising and bargaining.
tactfulness, resourcefulness, creativity, problem solving, and critical
thinking skills.
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Combat: Dungeons and Dragons wouldn't be complete without some
fantasy violence. The combat of Dungeons and Dragons is turn-based. The order
the PCs and NPCs are determined by a statistic called "initiative;"
each player and the Dungeon Master roll a twenty-sided dice and add the result
to the base initiative score of their character(s). The character or monster
with the highest score is the one that has the fastest reaction at the start of
combat and will go first, then the next highest score will act, and so on.
During combat, players tell the Dungeon Master and their fellow players how
they are going to respond to the current threat and then roll a twenty-sided
dice to perform a check to see if they succeed at accomplishing that action or
not. The Dungeon Master makes all of the combat decisions for monsters, creatures, and NPCs.
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Storytelling: Storytelling is a big part of playing Dungeons and
Dragons, especially for the Dungeon Master. Through storytelling, the
characters are introduced, the settings are described, and the adventure is set
into motion.
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Dice
Rolling: When dealing with combat or
performing skills, such as climbing, swimming, balancing, or lock picking, the
results of a dice roll will determine success or failure, depending on the
statistics the character, NPC, or monster has.
Creating the Adventure: Setting, Plot, and Character
When a Dungeon Master refers
to "creating an adventure," they are referring to making the
storyline or game that the players will play. This involves making up a world,
complete with geography, city names, roads, distances, cultures, and laws, and
then populating that world with NPCs and monsters that the players will
encounter throughout the game. The storyline of the adventure is always fun to
create; it can be as simple as a monster threatening a small farming community
and must be dealt with or as complex as a political scandal, involving
assassination attempts, kidnapping, and bribery, that the PCs unknowingly get
wrapped up in.
Some books that will be useful when creating an
adventure, though there are many more available:
u
The Player's
Handbook - This book is the basic
manual for character creation and contains a full explanation of how the game is
played. This book is essential!
u
The Dungeon
Master's Guidebook - This book
details a lot of the basic and more advanced information that you will need to
be a DM, as well as giving statistic blocks and a very large list of magical
items that can be given to your players or used against them.
u
Cityscape (if you are planning to have an urban adventure)
u
Monster Manual
I, II, III, IV - These books contain
many, if not most, of the monsters that fill the world of Dungeons and Dragons,
complete with illustrations, physical descriptions, and statistics blocks for
each monster.
u
The Arms and
Equipment Guide - This book is full of
equipment, weapons, and armor that can be found or given to your players.
Materials You Will Need to Play
Keeping players interested in a single game of
Dungeons and Dragons can be extremely difficult at times, especially when the natural enemies of a DM are sure to raise
their ugly head just before a climatic encounter or important meeting: hunger,
off-the-wall humor, interlopers, and fatigue.
The DM is usually responsible for
setting up the session and making sure that everything is in order before the
players sit down to begin the adventure or campaign. Proper preparation can
make a huge difference in the levels of success of an adventure,
possibly eliminating adventure-ruining setbacks or mood breakers. There are several things that every DM
needs before the session begins:
u Appropriate Space
u An adventure
u All required texts/notes
u Junk Food and lots of it!
u Dice
u Props and other things that will help to set the mood
for your adventure
Appropriate Space
Space is a very important thing to think about when
planning a Dungeons and Dragons gaming session and requires a little bit of
thought. When choosing a space for a session, you will need to think about the
following:
1.
Number of players
The
number of players that you are planning on attending your session is going to
greatly influence your choice for space. You want enough space for the DM and
the players to spread out their papers and books with plenty of space to roll
their dice.
2.
Flat Surface
You
will need a flat surface that will not hinder the rolls of your players' dice.
Dice rolls and the results of those rolls are extremely important in Dungeons
and Dragons and the scores can make or break an adventure. To lower the chance
of your players becoming frustrated (though, sometimes, the dice will just be
trying to kill your players, no matter how level your playing surface is), a
table or some other type of smooth surface, such as a laminate floor, is
necessary.
3.
Comfort
You
and your players will be sitting in the same area for an extended period of
time, so planning ahead for comfortable seating is a must. Also, you need to be
sure that the temperature of the room will be comfortable to the majority of
your gathered group.
4.
Low Traffic
The
space you choose for your gaming session also needs to be out of the way and
free from distractions, such as TVs and video games, which can pull you and
your players out of the fantasy setting of the adventure. An area with low
traffic is preferred, so other people won't be walking back and forth while you
are playing your adventure. Interlopers, such as parents, siblings (older or
younger), and especially pets, can drag your players out of the mood with their
disruptions and can lead to further disruptions.
An Adventure/Campaign
Though it might seem obvious, the DM needs to have a COMPLETED
adventure or campaign before the players take their seats at the table. An
adventure that is thrown together thirty minutes before the game begins is not
going to flow like a finished adventure. Players can tell when a DM spent real
time creating a dynamic world and storyline or simply threw random monsters,
traps, and treasures their way; if your players feel that you didn't care about
making your adventure or campaign, they probably won't care if they burn your
whole world -- and your adventure -- to the ground. An interesting adventure
designed with the players' characters in mind is much more likely to hold the
attention of your players, who will, in turn, be less likely to make stupid or
random comments that pull the entire group out of the mood. As the DM, you need
to be prepared; the more time you spend flipping through the Dungeon
Master's Guide or The Arms and Equipment Guide for a particular
magical item because you forgot to write the page number down in your notes ,
the more likely your players are to get off track and begin running amok, both
in your fantasy world and in your gaming area.
All Required Texts/Notes
Dungeons and Dragons consists of a lot of books
published by Wizards of the Coast, full of class ideas, playable races,
monsters, magical items, spells, rules and guidelines for the game. The DM will
usually be surrounded by several sizable stacks of books that they will refer
to throughout the adventure and the players will also have books they will need
as they play. It is important to make sure that everyone has the books they
will need before the game begins. The DM and the players need to have all of
their notes and character sheets completed and with them when the session
begins. This ensures that the game will go faster, smoother, and with less
confusion.
Junk Food, Junk Food, and More Junk Food
Junk food is a staple of Dungeons and Dragons; the
more, the better. When a group of teenagers or young adults get together and
stay up into the early hours of the morning, junk food is the fuel that keeps
them going. The foods you have on hand will, of course, be tailored to fit the
group that you have invited to the session. Make sure that everyone likes at
least one thing that is provided. A good way to ensure that everyone is pleased
with the snacks and meals available is to ask your players to bring their own
junk food to supplement what you have on hand. That way, everyone is more
likely to be pleased.
Dice
Dice are essential to the game of Dungeons and Dragons
and a complete set of dice are necessary for the DM and each player before the
game begins. The Player's Handbook describes and explains the uses of
each type of die in great detail. I suggest that a complete set includes the
following:
u
At least four 6-sided
dice (d6)
u
One 4-sided die
(d4)
u
One 8-sided die
(d8)
u
Two 10-sided die
(d10)
u
One 12-sided die
(d12)
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One 20-sided die
(d20)
You can easily find a set of dice in hobby stores or at
online sites, such as Amazon.com.
Props and Other
Items
This final topic is one that, while not an essential
to a Dungeons and Dragons gaming session, I have found to help keep players
interested and enthralled with the adventure: props. The props you use in your
adventure can be as simple or as elaborate as you have the time, resources, and
skill for.
One example of a good use of props comes from a
horror/suspense adventure I created for my husband and his younger brother.
They had been playing for years and there was very little I could do or use
that would surprise, let alone terrify, them. So, to up the sense of suspense,
I gathered as many candles as I could find and placed them around our playing
area, then turned out the lights. In the background, I had a Halloween party CD
playing from the computer for ambiance sound. The effect was wonderful and
received rave reviews, even though we never finished the adventure.
Some other ideas that I have used to thrill and excite my
players in the past:
u
An ancient map -
Maps are easy to make and even easier to antique. Simply draw out the region on
a piece of paper. You can antique or age the paper in several different ways:
▪ Rub it in some dirt.
▪ Rip or burn the edges.
▪ Stain it with tea, coffee, dark soda, or lemon juice.
▪ Crumple it up repeatedly. Make sure you don't tear or
rip it when unfolding it.
u
A bag of gold coins - Tossing your players a
small bag of gold coins, even if they are only the chocolate kind, can bring
great excitement to your players.
u
Gems - Plastic
and glass gems or polished rocks can be found at most craft stores and are
relatively cheap for a bag or two. Incorporate these into the treasure that
your players find in a dungeon or receive as payment for their deeds.
u
Battle Tiles -
Battle tiles can be bought in pre-made sets and can add a whole new level of
detail to your gaming sessions. These tiles come in various styles, from
dungeons to ice caverns to deserts, and can be mixed, matched, and layered to
fit your needs and the adventure you have planned. Battle tiles can also help
settle issues and prevent confusion over distance and terrain type, since the
tiles have easy to interpret iconography and an overlaying grid pattern.
u
Miniatures -
Miniatures are small statuettes, usually plastic, that represent the characters
and monsters of the game. Miniatures, or "minis," can add more detail
to your game. Minis can also help your more gung-ho players fully appreciate
just how large that dragon is.
u
Goblets or
Tankards - Even if your players are only drinking water, provide them with
goblets, tankards, or mugs to drink out of, even if the glassware is only
plastic. You can buy specialty plastic cups in bulk from the catalog Oriental
Trading; if you don't want to have to buy twenty-plus plastic goblets, then
shop around at your local thrift store or Goodwill and check at yard sales and
auctions to find some unique pieces.
u
Costumes -
Encourage your players to dress up as their characters. Even if they can only
bring a cape, foam sword, or a plastic Viking helmet, it will spice up the game
and help your players get into character. The DM might also want to use
costumes to help separate the many NPCs they will be representing throughout
the adventure.
Finally, Bring
Your Imagination and Sense of Humor
As mentioned earlier in this guide, playing Dungeons and Dragons is ultimately all about your imagination. This guide is far from an all-inclusive or fail-proof guide for the perfect gaming session. Every DM is already equipped with the knowledge and talents needed to run a great adventure or campaign; this guide isn't to save a horrible adventure or session and make it great. It is to help take good adventures and sessions and make them terrific. Only you and your fellow players can really know what will help make each Dungeons and Dragons session better; ask for advice and comments from those you play with regularly and really listen to the answers you're given. But, most importantly, use your imagination and bring your sense of humor along and you will find that running a Dungeons and Dragons gaming session is just as fun as playing a character.