What Do I Need To Get Started In Dungeons & Dragons?
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What do I need to get started in Dungeons & Dragons?
Dungeon Masters find new games far easier than regular players. Pick up a DMG, a Monster Manual, and a simple published adventure or three, then run it. Put up a flyer looking for players at your friendly local gaming store, and people will literally come crawling out of the woodwork to find you. In my experience, you'll actually end up needing to turn a few away. Meet up with them on neutral ground, the gaming shop makes a good starting point, and if t seem cool folk, start them up with a game. Many stores actually provide gaming space on-site, so you can often run it there as well, so long as you clear it with the staff, run a courteous and at-most PG-13 game, and work around their event schedule. As your games go on, get to know your players, learn about their gaming networks, have them invite their friends into your games or vice-versa. Hang out outside of the gaming table, for drinks, or board games, or a movie, or what have you. Maybe even date one of them if t're of your preferred gender. Build yourself a wide network of gamers, not just a simple group; your gaming group may end up being a great one, but there's always more awesome people out there, and it's good to have more people in your Rolodex as peoples' adult responsibilities bring them in and out of gaming as the months and years go by. Once you're set with a good network of players, wrap up your game and hand off the DM baton to whoever shows any interest. Or join in one of the other games going on at any given point in your network. Great D&D experiences build upon one another, so the more you get out there, the better the results you'll see. Good luck!
Erase PDF: All You Need to Know
If you don’t have a player, go and grab a copy of 3.x, 4.x, 5.x at the DM’s Guild (or wherever one is being sold) or online. You can use the DMs Guild as a place to find out about new players, but I suggest picking up a copy and exploring how D&D works, rather than only looking at what a player could have done differently with a new character. I’d pick up the Player's Handbook if I were starting playing from scratch (I have a new game I'm playing). I’d get the Dungeon Master Guide first (as soon as there’s one) if I were playing a game with a prefabricated PC. I think the GM Guide is much easier on the DM who runs the game to run than the PUB and DMG (as you’ll be much more familiar with it). If you’re interested in more help,.
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