I
remember my first foray into the possibility of playing Dungeons and Dragons.
It was a late night after a cast party – a character sheet covered in a hideous
spill of math and statistics, and not enough brain cells to process it from
lack of sleep and sugar high. Stat after stat we tried to render, having to
stop and desperately search a slim packet of rules for something we understood.
In the end, we admitted defeat and went to play video games instead, and I
learned a valuable lesson: tabletop is a difficult hobby to get into, or enjoy,
without experienced players to take your hand and show you the way.
And so I became Professional Fangirl.
Nine
years after that unfortunate evening, now with years of successful campaigns
and friendships forged around the dungeon map, I have the opportunity to give back
what was offered to me: the know-how to make the beginning of a tabletop adventure
manageable and fun.
The first
thing that any aspiring tabletop player should know about this hobby is that it
is not something you can get away with doing on-the-fly. As much of the rules
of tabletop gaming are ALWAYS secondary to enjoying yourselves, they exist to
maintain balance, and, in many ways, enhance the challenge and storytelling
possibilities of a campaign. Even the best players need to consult rule books
from time to time, and even the best storytellers can continue to find
inspiration in mechanics and obscure skills and feats that will challenge
players and make the campaign engaging. To avoid frustration and overwhelming
everyone involved, please allocate time generously to letting the rules of
character creation, combat, and role-playing sink in. While this is not always
the case, I usually plan to have a first session (about four hours) dedicated
purely to character crafting. That way, everyone involved has access to rule
books and time to iron out any kinks before the game truly begins.
Disclaimer
aside, it is also important to mention that there are a wide variety of tabletop
games with unique and vivid settings. If traditional fantasy ala D&D does
not appeal to you, you might enjoy the cyberpunk universe known as Shadowrun. If a modern setting with a
magical twist is more up your alley, try White Wolf’s Mage: The Awakening, or perhaps Werewolf,
or Vampire: The Masquerade. The world
of Celtic mythos opens with Changeling,
and the steampunk realm of Tephra also
offers options for people who are squeamish at the thought of the quintessential
fantasy with dragons. These settings come with their own sets of rules,
materials, and varying degrees of difficulty in learning, but, with a little
doing, all offer endless options for adventures to suit anyone's tastes. This
small list has only a few of the many games you could explore, but they all
have a few things in common: dice, rule books, and character sheets.
When Borders
was going out of business in my hometown, I took a gift card and plunged into
the sales frenzy. My curiosity piqued once more as I saw a pile of D&D manuals
on sale. The urge to try my hand at tabletop had emerged again since that fateful
night of confusion, and as I rifled through the good nine or ten volumes, all
with different titles, I had the sinking realization that, once again, I had no
idea what I was looking at. Monster Manual, Players Handbook, Dungeon Master’s
Guide, all these titles meant nothing to me. Which did I need to start a game?
Which were optional? They were expensive – even on sale – so once again, I gave
up. I used my gift card on chocolate and manga.
So here
we go. You ready?
The
comprehensive guide for what a fledgling tabletop game needs, doesn't need, and
where to get them!
Dice:
Whatever
game you have chosen to take your group into, most have different systems –
which means a different set of rules and tools you use to play. Many of these
systems are defined by what kind of dice they use. The more infamous system is
called d20, which means, in short, it is a system that mainly utilizes a
twenty-sided die. White Wolf games utilize a d10 system – 10 sided dice. Shadowrun
uses a d6 system. Naturally, the first thing you want to procure will be your
dice.
The
average person has probably seen a d6 in their lives, whether in games of Yahtzee
or Monopoly, but it is not common to run across, say, a d4, d8, or that elusive
d20. You won't find them at Walmart. It's one of those little mysteries that
people who are outside of the hobby run up against.
The
answer: the internet.
Chessex
is the largest producer of officially-weighted tabletop dice. They sell what is
referred to as the “basic set,” which is the collection of 7 dice that covers
most of your tabletop needs. Inside will be a d4, d6, d8, d10, percentile die, d12,
and a d20. This set is designed for any d20 system, like Dungeons and Dragons,
GURPS, Pathfinder, and others similar. Aside from being rather beautiful, these
dice are the backbone of your campaign.
Keep in
mind that, more often than not, you may need multiples of the same dice – especially
if you're playing a White Wolf game. These d6 or d10 systems tend to rely
solely on one kind of die. If your first game is Werewolf or Shadowrun, buy
many d10 or d6. The d20 systems tend to be more conservative when it
comes to how many dice are needed for each player.
While it
is not necessary for every player to own their own dice, its speeds combat up,
and it is more fun to have a personal set all your own rather than constantly
trading around a communal pool. The most cost-effective way to get a whole
party the dice they need is to buy a Chessex “Pound o’ Dice,” which will have
many of each denomination in various colors, and is only $20 on Amazon. For those
fortunate enough to have a comic or gaming store in their area, dice, as well
as many other supplies, can be purchased (at full, painful price) there.
Rule Books:
No matter
what system you're interested in, all will have a core set of rules that
dictate character creation, lore, combat, and other facets of gameplay that
players and storytellers alike should adhere to.
This is your table top bible: the Player’s Handbook, or PHB. It is the first book you will want to buy, and is really the only one that is necessary to run a game. Yes, there are an overwhelming number of books for alternate settings, special monsters, and even premade adventures, but these books will not have the necessary information to run the actual meat and bones of your campaign.
Now, when
buying rules books, it is very important to find out what version of the game you are buying. Everyone likes to save money,
and so finding rule books used online or at used book stores is easy, but if
you have never purchased a tabletop manual before, you can easily buy books and
supplements that do not match each other.
Tabletop
has been around for a long time, and old systems have been revamped. Rules have
been changed. New content has been added. Dungeons and Dragons is the best
example of this. It has been through many incarnations: the original, advanced
D&D, 2.0, 3.0, 3.5, Pathfinder, 4.0, and the most recent incarnation: 5.0.
Picking up a rule book from 2.0, a setting from 3.5, and a monster manual from
4.0, will be not only be a headache, but downright impossible for you to use
together.
So which
system should you use? Well, in my experience with D&D, at least, there is a
general consensus: 3.5 is beloved for not only its breadth of materials, but
also its very in-depth rules. The drawback is it is complicated and has a huge
amount of information to learn. It also requires many additional books and
supplements if you want to get to experience that depth.
The
system that shows a great deal of promise in simplification of the system, as
well as incorporating unique customization in your starting books, is 5.0, the
most current edition. Because it is a new addition, you are unlikely to find
reasonably priced used versions of the 5.0 PHB. 3.5 has been out for years, and
is much cheaper and easier to get a hold of.
In the
end, which edition you choose to play is purely a matter of taste. Just keep in
mind that whatever game you play, whatever edition you play, all the
supplements you use must match the version
that your rule book is.
Character Sheets:
The last
essential for a table top game is the character sheet. Rolling a character, aka
creating them with all of their statistics and gear, is a process – a long one
if you haven't done it often. Having an organized place to record stats and be
able to find them mid-game is essential. Most PHB’s in any system will have a
character sheet in the back of them. Making copies of it for yourself and for
your fellow party members is a good idea.
For the
people who purchased a used book, or are playing a system that has no unique
character sheet, once again the internet saves the day. There are many fans
sites and source pages that have free downloads of character sheets and spell
lists. Fill them up, mark them silly, and update them often. Years later, I
occasionally pull out my old character sheets and enjoy the memories that come
with them.
Welcome
to tabletop, and to Professional Fangirl. In coming installments, I will expand
upon my guide for new players, breakdown character creation, party compositions,
storyteller tips, and much, much more. Happy International Tabletop Day, and
may you find adventures worthy of you wherever you go.
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