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

J-H

Hero
If you're planning on using 5.14 instead of 5.24, D&D Beyond is currently intermingling the two on character sheets with no way to turn off the 5.24 components during character creation. You can ignore them, but only if you know you need to ignore them. I've seen it end up with some pretty confused players.
You also can't exclude specific books any more.
 

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The Sigil

Mr. 3000 (Words per post)
Random thought: If your library is still of the variety that has some physical books (and not just computers and e-readers), you might consider making a donation of a Players' Handbook or two (perhaps ask them to keep it in the "Reference Section" where it can't be checked out so they don't get accidentally "lost"). I recall visiting a library in my youth that had a (1e) PHB, DMG, and MM on its shelves and I spent more time seated next to that shelf than perhaps I should have.
 

OptionalRule

Hyperion
I think you probably want to consider the environment pretty heavily. Not just the group but the fact that you'll be in a library with kids and parents around. So I'd avoid Strahd and horror based game. Phandever, Stormwreck, Witchlight, some of the anthology stuff, is probably a good fit.
 


Queer Venger

Dungeon Master is my Daddy
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.
without a doubt Lost Mines is probably my favorite to introduce new players; I must've run this box set like a dozen times; great adventure.
 



Gilladian

Adventurer
I am a Librarian and have run several different D&D games there as my job. I strongly recommend the following things: 1) run the current version of the game, OR run something like OSR and advertise that heavily. 2) expect a varying group each week. My rule was that I kept all character sheets and repeat players had first dibs on who they played. 3) try to run the game as SHORT episodes. Wrap each one up at the end of the session. Recap any crucial info at the start of the next session. 4) Have a really clear endpoint session. Every 6-8 weeks. At that point, start over with new characters and a new overall plot. This helps with closure for people who are unable to commit to a LONG campaign.
I was never able to run sessions that were longer than 3 hours, partly because it was my job, but also people didn’t want to commit that much time. I made sure games were very “G” rated, but I also had a tapout card for each player. If something was off limits for them, they could throw the card on the table and I would steer the game off that topic. Never actually had one used, but we all liked the idea.
My library owns and circs a full set of Wotc 5e books, and a few others. It is amazing how steadily they circulate. I think we have some PF2 as well.
 

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