D&D 5E Setting up a Dungeons and Dragons Club at my Local Library

jasper

Rotten DM
My Local Library said that games can last for around 4 hours maximum.
Most adventure league modules run 2 to 4 hours. And you can always carry over to next session or end early.
For kid minis I suggest chess pawns as you can get about 50+ for $7. For monsters tokens the one inch dry erase poker chips work.
 
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J-H

Hero
Most adventure league modules run 2 to 4 hours. And you can always carry over to next session or end early.
For kid minis I suggest chess pawns as you can get about 50+ for $7. For monsters tokens the one inch dry erase poker chips work.
These tokens are pretty great.
There's one for every character class (except artificer), plus a selection of monster-suitable ones. I see that they've added a dragon token + expander since I bought my set.
 


J-H

Hero
If she doesn't get back to you within 24 hours, you may be better off doing an in-person visit to discuss it.
 


Jaiken

Explorer
If she doesn't get back to you within 24 hours, you may be better off doing an in-person visit to discuss it.
Will keep that in mind thank you.
Lot of good suggestions but I would go with shorter adventures and modules. The big APs covering 10 or more levels are a lot of commitment and hard to back out of if it is not to the groups taste.
Focusing on the group’s taste is important.
 

Quickleaf

Legend
Thanks. My player age range is for teens and adults ages 16 and up. As little kids tend to be too rough with miniatures, dice and books. I will also keep you updated how it goes.

@aco175 Thanks for the heads up about what I should expect or prepare for. I have plenty of dice I don’t mind parting with.
Your involuntary gifts of dice will have ripple effects in the kiddo's lives, for sure.

The Sunless Citadel (in TftYP) is a nice one, a bit shorter and more straightforward than LMoP, depending how you run the later. But LMoP is great.
 

TiQuinn

Registered User
I was wondering what module I should start with these are my modules:

Curse of Strahd
Tales of the Yawning Portal
Dungeon of the Mad Mage
Lost Mines of Phinedelver

My goal is to play DnD 5e (of course) but it would be also to improve players improv, social interaction and critical thinking skills.
Lost Mines is great and if things go well, Dungeon of the Mad Mage is even better, IMO.
 

Clint_L

Legend
Most adventure league modules run 2 to 4 hours. And you can always carry over to next session or end early.
For kid minis I suggest chess pawns as you can get about 50+ for $7. For monsters tokens the one inch dry erase poker chips work.
I suggest DnDBeyond. It'll cost you $6/month for a master's tier subscription. If you apply as a school club, you may still be able to get sponsorship - I set mine up years ago and I'm not sure if it's still a thing. It will give you free digital copies of some of the books (in our case, a LOT of the books, but I doubt it is still that extensive).

Anyway, for that six bucks you get:

  • The ability to share all of your digital books with every player in your campaign. This is HUGE - it means that they can all learn the game and eventually start their own campaigns before having to purchase anything.
  • Digital character generation, which is incredibly helpful with new players
  • Digital character sheets so that all of the rules, spells, equipment, abilities, etc. are right there for them, including digital dice rolling
  • The encounter builder/encounter tracker, which makes building and running encounters so much more efficient, I can't even begin to tell you
  • Maps, including access to all of the maps from Lost Mine of Phandelver if you buy the digital copy, completely solving your map and token problem (you can also just add your own maps for free).
I can't tell you how much time DnDBeyond saves me, while also allowing my players access to everything they need to learn to run games on their own.
 

Mort

Legend
Supporter
I suggest DnDBeyond. It'll cost you $6/month for a master's tier subscription. If you apply as a school club, you may still be able to get sponsorship - I set mine up years ago and I'm not sure if it's still a thing. It will give you free digital copies of some of the books (in our case, a LOT of the books, but I doubt it is still that extensive).
It used to give you a legendary bundle (ALL books released to that point) but I just checked and it's been pared down significantly ( to the core books plus a little extra). Still it does give something. You can access the educator resources here.


Anyway, for that six bucks you get:

  • The ability to share all of your digital books with every player in your campaign. This is HUGE - it means that they can all learn the game and eventually start their own campaigns before having to purchase anything.
  • Digital character generation, which is incredibly helpful with new players
  • Digital character sheets so that all of the rules, spells, equipment, abilities, etc. are right there for them, including digital dice rolling
  • The encounter builder/encounter tracker, which makes building and running encounters so much more efficient, I can't even begin to tell you
  • Maps, including access to all of the maps from Lost Mine of Phandelver if you buy the digital copy, completely solving your map and token problem (you can also just add your own maps for free).
I can't tell you how much time DnDBeyond saves me, while also allowing my players access to everything they need to learn to run games on their own.

I've found D&D beyond extremely useful for my game, especially the maps feature. Plus the encounter tracker/builder is great for online or in person play.
 

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