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D & D


Admiral Tim

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I was fortunate to have a very good friend of mine that 'grandfathered' into DnD. His father is an active dungeon master and runs a particular game that has seen several years of play. My friend decided to take on some reins of his own and set up his own game with his friends.

We don't go into extreme detail with the game. I play a wizard and my friend has allowed me to disregard material cost for each spell i cast for the purposes of our game. He treats the game as an interactive story that he can actively create, like his own 'World of Warcraft' in which he can see his friends (instead of character representations), make his own enemies, and just generally have fun.

So to get into the game you just need to find someone who is good at the game, loves it, and that you respect. That person can teach you everything you need to know about setting up a character and getting involved in the world they design.

Also, if you do get into a game, buy your own dice. You will start to get tired of sorting through buckets that the dungeon master may or may not have. Local hobby shops have them sitting in assorted containers. Just go sifting through it to find all the d4, d6, d8, and d20s you can. D10s are important, too, and so are d12, but i have hardly seen them over the course of my adventure. As a mage i have used mainly d4, 6 and 20. And sometimes it is apt to buy multiples for quick calculations (like a caster level 8 fireball).

I hope this kinda gives you the general idea of what the game is. It's like an adventure. =] The key is to have fun.

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If you still don't know anyone who plays it, just get them into it. That's how it was for us. Traditionally, the owner of the game is the DM, but I'd suggest letting other people try their hand at it and see how they do. As you can see, there are a few people here who play it, so I would also suggest we play online on Battlegrounds or something.

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