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<blockquote data-quote="SirAntoine" data-source="post: 6519563" data-attributes="member: 6731904"><p>1) Decide who will be the Dungeon Master. This person must prepare the game sessions for everyone else, and referee them. The monsters and background characters the players will meet are for the Dungeon Master to play. They must be handled fairly, not as in a contest between you and the players to see which side wins, but as part of a story you let the players work their way through.</p><p>2) Each player must have a character to play. There are rules for many different types, especially now that the game is in its 5th Edition, but the basics are a warrior, a wizard, a priest, or a rogue. Warriors fight with weapons and can survive more hits in combat, wizards have the most powerful and the most diverse magic to use, priests have almost as much magic and more combat skills, and rogues have a mixture of abilities but they tend to be best at skills away from combat and magic.</p><p>3) Use the Player's Handbook to create these characters. Buy the book, plus a copy of the Dungeon Master's Guide, the Monster Manual, some dice, and the Dungeon Master's Screen. Every player eventually should buy their own copy of the Player's Handbook and some dice.</p><p>4) The Dungeon Master should prepare an adventure for the first game session. Decide on the scenario first, let's say between fulfilling a quest and using a magic portal. If it's fulfilling a quest, let's say the king has asked the players to stop a group of bandits who are raiding the main road outside the forest. The players travel there, and they can ask questions looking for the bandits or dress up as common travelers to be bait. If the scenario is using a magic portal, let's say the portal leads into the dungeons of The Dark Tower, a fabled place of adventure where new parties of adventurers traditionally go to test their mettle and return with fame and treasure. The players go through, and they arrive on the first level of an underground labyrinth built a little like a maze but nothing too confusing, and they can go room to room facing monsters and traps in their search for treasure. They can go back through the portal whenever they wish to rest and recover in the safety of the town, before setting out again to see what they can find.</p><p>5) You basically can keep adding to the scenario over time, or lead the players into a new one.</p></blockquote><p></p>
[QUOTE="SirAntoine, post: 6519563, member: 6731904"] 1) Decide who will be the Dungeon Master. This person must prepare the game sessions for everyone else, and referee them. The monsters and background characters the players will meet are for the Dungeon Master to play. They must be handled fairly, not as in a contest between you and the players to see which side wins, but as part of a story you let the players work their way through. 2) Each player must have a character to play. There are rules for many different types, especially now that the game is in its 5th Edition, but the basics are a warrior, a wizard, a priest, or a rogue. Warriors fight with weapons and can survive more hits in combat, wizards have the most powerful and the most diverse magic to use, priests have almost as much magic and more combat skills, and rogues have a mixture of abilities but they tend to be best at skills away from combat and magic. 3) Use the Player's Handbook to create these characters. Buy the book, plus a copy of the Dungeon Master's Guide, the Monster Manual, some dice, and the Dungeon Master's Screen. Every player eventually should buy their own copy of the Player's Handbook and some dice. 4) The Dungeon Master should prepare an adventure for the first game session. Decide on the scenario first, let's say between fulfilling a quest and using a magic portal. If it's fulfilling a quest, let's say the king has asked the players to stop a group of bandits who are raiding the main road outside the forest. The players travel there, and they can ask questions looking for the bandits or dress up as common travelers to be bait. If the scenario is using a magic portal, let's say the portal leads into the dungeons of The Dark Tower, a fabled place of adventure where new parties of adventurers traditionally go to test their mettle and return with fame and treasure. The players go through, and they arrive on the first level of an underground labyrinth built a little like a maze but nothing too confusing, and they can go room to room facing monsters and traps in their search for treasure. They can go back through the portal whenever they wish to rest and recover in the safety of the town, before setting out again to see what they can find. 5) You basically can keep adding to the scenario over time, or lead the players into a new one. [/QUOTE]
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