So, I'm in sort of an odd rut at the moment. When it comes to the world of D&D, and tabletop RPGs in general, I have two distinct groups of friends that I play with. My main group, the game that I play as a PC character in, has been the gaming circle occupying the majority of my RPG time for the past few years. When we get together to play, we play D&D as a game first and a free storytelling system second. Campaigns, while story driven, are about out characters getting out there and adventuring ...engaging in dungeon crawls and tactical combat. We follow the rules all by the book. We go into the game realizing the intention is to play it almost like a "mission driven" game.
This is my preferred style. I like game rules. I like following them. I like keeping things flowing, nice and organized.
The second group, which I have "gamed" with far less often seems to follow the opposite. None of them really have a good working knowledge of the rules. There are NPCs who GMs let do things that aren't possible, spells that don't exist. Nobody bothers with things like character upkeep (eating, drinking, sleeping rules), tactical combat, or sometimes even precise spell rules. Monster and NPC stats are usually just made up arbitrarily.
Yet, I like to think there is some potential here. Some of the half-games I've played with them on occassion were at least entertaining for a bit. I would love to run a game for them, as the DM (since I don't get to DM normally). I'm just worried about getting everyone into the mode of, "Alright, this is an actual serious game that I want to invest some effort and thought into so I'm not just throwing away the DM's time."
It would be hard for me to just thrust them into a campaign with high expectations, telling them that they'd better know their rules...or else. I have no problem playing tutor and bringing them up to speed. After all, we all start somewhere.
So my question to the community is this: do you have any suggestions for ideas or types of modules/encounters that could benefit such an endeavor? I would really like to try and give the group at least a taste of what I consider "real D&D". It's just difficult to try and bring to them.
This is my preferred style. I like game rules. I like following them. I like keeping things flowing, nice and organized.
The second group, which I have "gamed" with far less often seems to follow the opposite. None of them really have a good working knowledge of the rules. There are NPCs who GMs let do things that aren't possible, spells that don't exist. Nobody bothers with things like character upkeep (eating, drinking, sleeping rules), tactical combat, or sometimes even precise spell rules. Monster and NPC stats are usually just made up arbitrarily.
Yet, I like to think there is some potential here. Some of the half-games I've played with them on occassion were at least entertaining for a bit. I would love to run a game for them, as the DM (since I don't get to DM normally). I'm just worried about getting everyone into the mode of, "Alright, this is an actual serious game that I want to invest some effort and thought into so I'm not just throwing away the DM's time."
It would be hard for me to just thrust them into a campaign with high expectations, telling them that they'd better know their rules...or else. I have no problem playing tutor and bringing them up to speed. After all, we all start somewhere.
So my question to the community is this: do you have any suggestions for ideas or types of modules/encounters that could benefit such an endeavor? I would really like to try and give the group at least a taste of what I consider "real D&D". It's just difficult to try and bring to them.
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)


