New to the World and Overwhelmed


3.5/d20/OGL

The Exchange

I'm more interested in running games than in playing in them (though I admit that I do like them both), but I'm incredibly new to the D&D scene as a whole. There are so many materials out there (the core books as well as the rest of the books and all of the published magazines, as well as everything there is in threads). I don't exactly want to have to "study" for a year or something to get myself ready to run games, but I'm not sure what material I should really be reading other than the DMG and Player's Handbook. Are there any particular things (sections of books or articles in magazines) that I should try looking at that may be particularly helpful? Are there other suggestions that you could give to help me out?


DMG II is very good for novice DM's. The Dungeoncraft series of articles published in Dragon some years ago were also very good. Monte Cook's columns in Dungeon magazine are excellent as well.

However, DMG II is a good resource if you don't mind spending $35. Chapter 1 advice on running a game is solid and you get a fully detailed town, lots of pre-prepared NPC's and many ideas on how to get started, how to keep it going, how to handle problem players, etc.

For cheap advice, go download the AD&D 1st edition DMG (with the big red Efreet on the cover holding the half-naked girl--go figure??) from Paizo for $4. Written by Gary Gygax, the book contains a ton of stuff that's still useful for DM's , especially starting on p. 87 (Campaigns). For $4 you can't go wrong.

Good luck and welcome to the fold!!

Liberty's Edge

Check out your local public library. I currently have the DMG II checked out and reading it, rather than spending the $$$ for it. There are some good suggestions in it. F2K's suggestion of the original AD&D DMG is stellar as well.

I suggest that you focus on the Core Rules for starters. The mechanics of 3E D&D can be very simple yet very confusing all at the same time. For your first games, focus on the story and character interactions rather than the mechanics of the game. Keep the mechanics simple for combat for starters as you and your players get accustomed. If you happen to have an experienced player in your group, ask them to co-DM when you get into mechanics heavy portions (combat typically), adjudicating rulings while you focus on the flow and story.

Good luck and have fun with it!


Rexx wrote:
Check out your local public library. I currently have the DMG II checked out and reading it, rather than spending the $$$ for it.

You, sir, have an awesome library. My library carries a total of 2 years worth of Dragon and that is it. Cherish that institution. ^^

All good advice so far. I can't think of too much to add. The Dungeoncraft articles have been mentioned. They were originally written by Ray Winninger for Dragon, running from issues 255 to 293; they are now written by Monte Cook for Dungeon, starting with issue 114. They will help you build a campaign from the ground up if that's what you want, or they can just be used to assist a published adventure or two.

They're not all necessary, but they're all helpful. The advice works regardless of the fact that Ray's articles were written (at the beginning) under 2nd edition rules.


PhysChic wrote:
Are there other suggestions that you could give to help me out?

Well PhysChic,

Other than the Player's Handbook and the DM's Guide, I would suggest the Monster Manual. And if you can, get the 3.5 versions of these books. Really, it's all you need. Oh, and if it isn't done already, it's a subscription to Dungeon Magazine (no, I don't work for them). It's a great ressource for DM's, beginner and experienced, with all sorts of tables, tricks, and NPCs (not to mention three or four adventures for all levels PER COPY).

But the best, the absolute best, thing to have... Well, you've already got it. It's access to these messageboards. Here you will find ALL answers to ANY question you come up with during your game. There are other newcommers like yourself, and seasoned adventurers and DMs (like me, I'd like to think). Just feel free to ask.

Have fun and welcome to this wonderful online comunity!

Ultradan

Liberty's Edge

PhysChic wrote:
...Are there other suggestions that you could give to help me out?

Well, the above tips are all great and right!

But if you feel overwhelmed, I would suggest using the DMG, the PLAYERS HANDBOOK and the MONSTER MANUAL only. Maybe a published adventure (or a free adventure, downloadable at link ).

Make your first moves in this great new world and you will come to know what you like to read!
These boards here are a great help and feel free to ask anytime! Old schoolers like to help and there are no stupid questions....
If you are in search for a new adventure to run your fellows through, you can always almost buy the Dungeon Magazine!

Have fun and don't feel pushed by the material!

The Exchange

Thanks to everyone who's offered suggestions. I was a bit afraid of asking such a "simple" question. I've been on some boards where they essentially shout you off, telling you that the answer can be found elsewhere so you shouldn't be wasting their time. Then again, I've found that pretty much everyone who plays D&D is incredibly friendly and willing to help.

Thanks guys for the welcome!


By definition, you only *need* the core books.

The best place to start is to study the PHB and DMG cover to cover.

Then, subscribe to Dragon and Dungeon. : )

- rob

PS Are we to deduce from your avatar name that you are a physicist?

Liberty's Edge RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Robert Head wrote:


The best place to start is to study the PHB and DMG cover to cover.

Then, subscribe to Dragon and Dungeon. : )

Dispite the shameless plug--he's right my best gaming dollars to date are spent on those two magazines. It also depends on what it is you want kind of game you want to run. If you want to run in a specific world get that world's campaign setting. To that end the Shackled City is awesome if you want to run a campaign of ready to run adventures.


I'm not exactly new to D&D, I've been gaming for about six or seven years, but I am nowhere near as experienced as some of the other people on these messageboards (like Ultradan for instance). But like he said, post on the messageboards often when you have problems. Together all of us will figure it out.

I remember that when my friends and I started gaming I had the PHB, DMG,and a starter box set. And I knew nothing of piazo (or the Dungeons and Dragons Mags either). Another one of my friends got the Monster Manual later. The first few games were awkward as we tested the feel of the game, but with time we found out what we liked to game with and who liked to DM. I found my niche in DMing, but like to play every now and then. It all started with the core books, but we have branched out our resources to include almost every other material out there. We have books for Forgotten Realms and Ebberon. We have books from the Complete series, we have the class handbooks (Tome and Blood, Song and Silence, etc...), and we have both 3ed and 3.5. So I'd start with the core books to see what you like and branch out from there to include your interests and those of your players.

A bit from my Hoarde

Contributor

I'm going to go even farther than Rob and say that all you REALLY need to read is the Player's Handbook, particularly since the intro to the DMG tells you specifically not to read it cover-to-cover, but rather to use it as a reference. Personally, I ran games for years using just the PHB and borrowing a copy of the MM from a friend, and it always worked out. Granted, I undoubtedly skimmed past some of the more interesting rules, and you tended to see a lot more humans than monsters, but at the time I really just wanted the basics and the story. And of course, I frequently turned to my token crunch-oriented player when things got sticky (thanks, Ryan!), but that had more to do with my own laziness than insufficient books.

So yes, it can be done with little to no monetary and time investment, it just depends what you're looking for. I didn't even buy the 3.5 DMG or MMs until after I'd already published a couple of adventures. : )

-James

(P.S: If you ever feel intimidated around the folks who know more about the game... just imagine what it's like to work here!)


PhysChic wrote:

Then again, I've found that pretty much everyone who plays D&D is incredibly friendly and willing to help.

Thanks guys for the welcome!

Well, most people are incredibly friendly and willing to help. For example, our group allowed a new player in just recently, but, not to be judgmental, the group who games in the same store would probably have turned her down.

In answer to your original response, all you need are the 3 core rulebooks. Some good books to buy also are:

Dungeon Master's Guide II
Monster Manual III
Expanded Psionics Handbook

There are also troves of good stuff in Dragon and Dungeon, as well as in 3.0 material (if you don't mind conversions).

Oh, and I think by PhysChic she means Physical Chic. Maybe she works out a lot or something. (The chic part and the avatar image are what is having me assume that you are a girl, PhysChic. If you aren't...well, whoops!)


Oh, and as for running games, all you have to do is politely ask your DM, "hey, I'm new, and I was wondering if I could have just a chance to DM. You know, just to try it out."

It worked for me! :)

EDIT: Of course, I wound up with a near TPK. Never mix steampunk with Dragon issue 330. NEVER!

The Exchange

Robert Head wrote:


PS Are we to deduce from your avatar name that you are a physicist?

Good deduction. Actually, I'm currently in my junior year of college working towards getting my teaching certificate in physics (actually, getting a degree in physics, then getting my teaching certificate when I'm done that).

And as for the other comment by Lord Doombringer, I am also a girl.

I've currently borrowed the DMG II from a friend and am working my way through it (just finished chapter 1). It's already given me a lot of ideas (it's even started me on an idea for an adventure). So much love... it's very well written.

Thanks all :) Hope to maybe have a chance to write submissions at some point (so many creative juices running wild).


Enjoy all those creative ideas going through your head. I long for those days when the game was a brand new discovery and my fertile 13 year old imagination went on a rampage. I wish I had a little more maturity back then.

Hope you have a lot of fun! As I mentioned in a previous thread discussing female gamers--I believe the key to getting more women involved in RPG's in general and D&D specifically are more women DM's, not necessarily women players.


farewell2kings wrote:

Enjoy all those creative ideas going through your head. I long for those days when the game was a brand new discovery and my fertile 13 year old imagination went on a rampage. I wish I had a little more maturity back then.

Hope you have a lot of fun!

F2K,

I still have D&D sketches from age six-ten. Almost awful in their infancy, they make for great nostalgia. I'm glad I kept the binder. Dear, dear... I seem to have had a 65th level paladin named Jasper. That could not have been kosher.

Ah, the good ol' days.


PhysChic wrote:
Robert Head wrote:


PS Are we to deduce from your avatar name that you are a physicist?

Good deduction. Actually, I'm currently in my junior year of college working towards getting my teaching certificate in physics (actually, getting a degree in physics, then getting my teaching certificate when I'm done that).

Yeah, I thought I wanted to be a marine biologist too, but after that degree and a SPort psychology degree all I want to do now is teach, so here I am in china and loving every minute of my BEd, and my experiences with D&D have come in very handy, i use them almost everyday especially when it comes to relating to the students.

And as for your creative juices, never let them simmer the more you use them the more you get!


PhysChic wrote:
And as for the other comment by Lord Doombringer, I am also a girl.

Yay! More girls in gaming! woot!

PhysChic wrote:
I've currently borrowed the DMG II from a friend and am working my way through it (just finished chapter 1).

Love the DMG 2.

Here's my list of suggestions as well:

Treasure Tables - http://www.treasuretables.org
Awesome blog about GM tips. Very thoughtful and insightful topics.

The Writer's Guide to Character Traits by Linda Edelstein
An excellent book to really flesh out your characters and NPCs. Meaty enough but not a textbook on the subject. From the review - Her goal is a "friendly reference" for writers who want "to create believable characters and need accurate information about personality and behavior."

Everyday Life in ... series
This series has been an enormous help in fleshing out campaign worlds (and just a really darn good read, as well). Includes Tudor England, Japan, Ancient Egypt...the list is really really long.

The Howdunit series
Examples:
Deadly Doses: A Writer's Guide to Poisons
Armed and Dangerous: A Writer's Guide to Weapons
Modus Operandi: A Writer's Guide to How Criminals Work
Although they're mostly focused on modern mystery-style writing, I've always found plenty of useful material for adventures in these books. If you run an urban campaign or have an adventure in the Big City, these are really useful.

Anything That Inspires You - :-P

I've got another book about plot that's sitting by the side of my bed, but I can't remember the title at the moment. Will post it later.

Welcome to the fold!

Community / Forums / Gamer Life / Gaming / D&D / 3.5/d20/OGL / New to the World and Overwhelmed All Messageboards

Want to post a reply? Sign in.
Recent threads in 3.5/d20/OGL