Heyo.
I've been playing Pathfinder for years now (spiritual successor the D&D 3.5 to make it short).
So far, I've only played with friends IRL but considered using roll20 to host some over here.
I started off with pathfinder over the internet, but quickly transitioned to irl 5e with some friends. They weren't the best group, and we eventually drifted, but now I've found a new group, and for once I'm the DM.
Which is a lot better than before tbh. One person was a shit DM, and when the other tried to DM the aforementioned friend would kind of actively ruin his campaign. lol. Glad I don't have to deal with that anymore.
Well, the DM of my group and another friend got introduced to D&D by a guy who had been DMing for decades (he "began" with first D&D in 74 and had been tinkering with tabletop RPG before that already), he's definitely not the single one out there as we can seeI used to dm AD&D way back in the day (1980's, yes I am old).
Hopefully quoting my book isn't considered self advertisingUhh I always want to try DnD
how to play? How the dice work? Is it on DM whim?
A table top game refers to any recreation
that may be played by one or more people together at a table, you may know examples such as Chess, Poker, Jenga, Connect 4, Monopoly, Cluedo, Settlers of Catan. Table top gaming is its very own diverse world of entertainment and role-playing games are but a sub-section of it.
Although originally a genre of games that were planned to be played at a table together with your friends, nowadays thanks to the evolution of the digital world, 50 years later after the original release of D&D, you are now able to meet, befriend and play together with people from all over the world, with the only
barrier between you possibly being time zones. If for some reason you are not able to charm your friends into playing with you, know that there is definitely someone out there that is interested in the kind of
games you want to create or that cater to the worlds you wish to be part of.
As either a Game Master or a player, as long as there’s at least one person filling each role then a game is certainly possible, and, of course, campaigns can grow as big as a GM (or multiple) feel comfortable running for a group. From the perspective of a gamer, the GM takes on the role of the CPU that controls
the game, taking in the requests made by the player(s) and making sure the logic of the world maintains its structure. Upon choosing your system, be it D&D or any other, the first step is to create the characters, not necessarily the mechanical versions of the them that you will be using for the system, but the concept of what you wish to play. Do you wish to play a character like Legolas, an elf archer? Do you wish to be a magician, a rogue, a fighter? Although party compositions may be importantf or balance, the author encourages that above all, the player is allowed to build what they crave to play as.
Don’t forget, however, to give just as much attention to characterization. Even if you aren't experienced in the art of writing and acting, just making sure that your character has details and quirks, no matter how much they may be labeled as clichés, make a more interesting persona than your average
self-insert.
Next, you will transfer the idea of your character into the system that you are planning to play. Not all systems are compatible with your ideas, but remember that the game is what you make of it. You can create exceptions to the rule, make up new ones, create and alter what is before you to your hearts content, after all, that is how HK came to be.
And with that, it is now up to the GM to get your first session ready. You may play in either text or voice
format, the latter being more reminiscent of how the hobby started, although the former may be more
comfortable for more timid players as has been observed by the author. There are definitely ups and
downs for each format: voice-based sessions are faster since you don’t have to type down your actions
in-game and it is more dynamic to get an answer from the GM for help regarding any aspect of the rules
of the game, while text-based games allow to store and maintain a perfect record of every action ever
taken in-game and may be even reviewed in the future by a nostalgic group of friends.
Upon deciding this crucial detail, the GM will have the arduous task of introducing the players to the
setting. For the un-initiated, some good examples of where to start your campaign in the setting that
you’ve chosen are closed off spaces where the characters can immediately get to bonding, such as a
tavern, a carriage, a prison cell even. Characters may also know each other beforehand and already have
formed bonds but that is up for the players to discuss with the GM.
From that point onwards you are ready to start your very own table top role-playing campaign. Make
sure to be respectful of others’ time and set up a schedule of when you wish to meet to play and in case
of not being able to attend to a session make sure to notify the other group members in advance, if
possible, the GM being the one, in case he isn’t missing, to choose on how to deal with the absence of
the player. If you’re having issues with the current schedule due to changes in your personal life, make
sure to also let your group know so you may reschedule to accommodate for everyone. Always
remember, the group is there to have fun, and that includes everyone’s fun. The GM’s and the players.
Go forth now, explore the remainder of this book and share your new passion with the people that wish
to ride with you on epic adventures!
Wait... there's a section in the MDX discord server?We already have 4 MangaDex players in #tabletop on Discord, I'll DM the whole thing. There's still room for a 5th one since nothing has begun yet.
Thus I add: Does it have to be D&D? Or is it just the general go-to for TTRPGs?Uhh I always want to try DnD
how to play? How the dice work? Is it on DM whim?
Thus I add: Does it have to be D&D? Or is it just the general go-to for TTRPGs?
holy shit sensei that's amazing@TheDragonMaster - oh, look, you're already here. That makes this easy.
Fun story #1.
Star Wars game (there's an older D20 system setting), group of five plus the GM. I was playing a human (male) jedi novice, we had another wookiee (female) jedi, and a couple scoundrels and a tech-type, I think. We would have been about level 3 - enough time spent to get a group dynamic with the characters, but not super invested just yet; we'd run through a couple encounters and gotten some stuff, but weren't up to 'epic acts of heroism' against major threats by any measure.
Group was chasing the main plot the GM wrote up, and headed into a cave to obtain... something. We came to a ledge maybe 20 feet high to one side of a large room that we need to get across. Main portion of the room is filled with a huge swarm of... rats, or something similar (space rats? sprats?). Discussion ensues about how to get through. Discussion takes a turn (as it usually did) through several unrelated topics, and ends up with my character making a suggestive remark to the wookiee. Wookiee makes a suggestive remark back in jest.
So my character motorboated* the wookiee.
The wookiee did not take kindly to this, and shoved my character over the edge of the ledge (due to a failed reflex save), into the swarm, causing him to take massive damage (level 3!) between the fall and the swarm, and to be rendered unconscious and defenseless before being able to react.
Then the wookiee felt bad, and jumped down into the swarm to try and rescue my character (based on a failed roll of some sort as to just how much damage the sprats would be able to do), as did one of the scoundrels... causing them to both take massive damage from the swarm (level 3!) and end up unconscious and defenseless.
The remaining two characters (scoundrel and tech) responded with a perfectly rational 'they're dead, fuck this, we're out'... and then in true gaming fashion decided, 'wait, there's a bunch of loot on those presumably dead guys, we should recover it'. So they took a stash of explosives the tech had picked up in a prior encounter, rigged all of them up together, set a timer, and tossed it down into the swarm.
However, they made two crucial errors - they grossly underestimated the range and power of the charges (probably due to another bad roll), and instead of hauling ass out of the cave to be safe, they... walked a little ways back down the passageway we'd come in. So when the charges went off, instead of just turning the swarm into ratsteak tartar, they brought the entire cave down... on top of themselves.
From start to finish, this entire episode took... six or seven rounds? Certainly not ten. And maybe ten minutes of actual play time at most.
There was a period of about thirty seconds while everyone came to terms with the concept of 'total party kill' first hand. Then the GM - who had been gaming for 25 years(?) at that point, and had been psyched up for months about finally getting to run a Star Wars game with a decent group - closed his book and said, "Well, that's the first time that's happened to me. Who wants to GM the next game, and what should we do?"
Within our circle, the saying wound up being 'Don't motorboat the wookiee.'
*If 'motorboating' is not a term the reader is familiar with, puff-puff would be a more Akira Toriyama way of expressing it. If that's still not clear, I'll leave it to the reader to figure it out.
That was... just one of those things. We'd been playing as a group for something like five years at that point, so there was a certain amount of 'how can I get a reaction out of another player' that went on regardless of the setting.why would you motorboat the wookie tho!
Any time you can make non-players jealous, you should.When we finish, I look around and all the people in the room (around 15 people, mostly from our RPG club, but also from other clubs in the same building) are staring at us wordless and in awe as some mutter "I don't know what they're playing but I also want...". We were satisfied of course, but the rest also had a good time.