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<blockquote data-quote="Alhazred" data-source="post: 1613049" data-attributes="member: 19335"><p>Welcome to the boards and the game.</p><p></p><p>The Player's Handbook, Dungeon Master's Guide and Monster Manual and the most important. Supplementary books are just that - supplementary. They can provide great depth and generate a tremendous amount of ideas, which can be overwhelming to new players. As the game processes, you may wish to consider Complete Warrior (Wizards), Complete Divine (Wizards), the campaign settings for Forgotten Realms and Scarred Lands are quite good and, even if the group never adventures in these settings, there is a dirth of information which can be gleaned from the books.</p><p></p><p>Dice, pencil, paper and character sheets - lots of these.</p><p></p><p>If the rest of the group is new to the game (I presume they are), you may wish to spend the first session simply creating characters as a group, taking time to understand their abilities, skills, feats, spells, etc. Perhaps run a practice combat senario to get used to the rules.</p><p></p><p>As for the actual first adventure, pre-set adventures are useful. They give you an idea of how an adventure is pieced together (ex. plot hooks), what needs to be considered (ex. level of difficulty) and the information which is needed (ex. Non-Player Character stats). I you feel you need to make changes, go ahead, just make sure you understand how the changes will impact the adventure.</p><p></p><p>Take note of what works and what doesn't work. Ask for feedback, positive criticisms.</p><p></p><p>Most important, have fun.</p><p></p><p>Tell us how it goes.</p></blockquote><p></p>
[QUOTE="Alhazred, post: 1613049, member: 19335"] Welcome to the boards and the game. The Player's Handbook, Dungeon Master's Guide and Monster Manual and the most important. Supplementary books are just that - supplementary. They can provide great depth and generate a tremendous amount of ideas, which can be overwhelming to new players. As the game processes, you may wish to consider Complete Warrior (Wizards), Complete Divine (Wizards), the campaign settings for Forgotten Realms and Scarred Lands are quite good and, even if the group never adventures in these settings, there is a dirth of information which can be gleaned from the books. Dice, pencil, paper and character sheets - lots of these. If the rest of the group is new to the game (I presume they are), you may wish to spend the first session simply creating characters as a group, taking time to understand their abilities, skills, feats, spells, etc. Perhaps run a practice combat senario to get used to the rules. As for the actual first adventure, pre-set adventures are useful. They give you an idea of how an adventure is pieced together (ex. plot hooks), what needs to be considered (ex. level of difficulty) and the information which is needed (ex. Non-Player Character stats). I you feel you need to make changes, go ahead, just make sure you understand how the changes will impact the adventure. Take note of what works and what doesn't work. Ask for feedback, positive criticisms. Most important, have fun. Tell us how it goes. [/QUOTE]
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