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Seeing as how the new Ruleset is coming out I thought "What better time than now to start!". I have a couple people willing to play with me, but I have a couple questions.
A) How many people are needed for a good experience?
What tools are needed?
C) Anything else?
Thanks!
Crouchosarus on
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Mike Danger"Diane..."a place both wonderful and strangeRegistered Userregular
edited June 2008
A) I've never seen a game that really flowed well with >5 players.
Dice. Pencils (preferably the mechanical sort). Character sheets. Rulebooks. Food and drink. Sufficient space to spread out the mat. Grid mat thing (there's a free one in the 3.5 DMG, dunno about 4). Something to represent characters/enemies on the mat (I started using a chess set, which works pretty well--people "calling pieces" has started being one of those group touchstone things).
A) 3 players, 1 GM is the lowest number I've had and still had a campaign that was fun. Everything everyone just mentioned.
C) Make sure your friends have the time and attention span to put in good, semi frequent game times. Having someone that has to leave after an hour or two of gameplay or someone who just isn't into the game can bring things down fast.
D) Know your other players. This applies to both DMs and other players. If you're on the fence between making a spellcaster or a rogue. Ask yourself if another player will probably go the rogue route. It can vary your party and allow your party to tackle a wider array of obstacles. If you're a DM, knowing how your players will think and react will allow you to devise traps, encounters and settings to their interests.
E) That by no means make the encounters easy or linear. Challenges and risk taking are part of the table top experience. If you're not afraid of losing your entire character because of a bad choice you never really get the excitement of some of the more lethal situations heroes like to find themselves in.
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Dice. Pencils (preferably the mechanical sort). Character sheets. Rulebooks. Food and drink. Sufficient space to spread out the mat. Grid mat thing (there's a free one in the 3.5 DMG, dunno about 4). Something to represent characters/enemies on the mat (I started using a chess set, which works pretty well--people "calling pieces" has started being one of those group touchstone things).
C) If I think of something, I'll add it, I guess.
Check the list of stores in the link, and if there's one near you, you can give them a call to see if they have room for another player.
It'd give you a chance to play the game this saturday.
Everything everyone just mentioned.
C) Make sure your friends have the time and attention span to put in good, semi frequent game times. Having someone that has to leave after an hour or two of gameplay or someone who just isn't into the game can bring things down fast.
D) Know your other players. This applies to both DMs and other players. If you're on the fence between making a spellcaster or a rogue. Ask yourself if another player will probably go the rogue route. It can vary your party and allow your party to tackle a wider array of obstacles. If you're a DM, knowing how your players will think and react will allow you to devise traps, encounters and settings to their interests.
E) That by no means make the encounters easy or linear. Challenges and risk taking are part of the table top experience. If you're not afraid of losing your entire character because of a bad choice you never really get the excitement of some of the more lethal situations heroes like to find themselves in.
http://www.wizards.com/default.asp?x=products/dndacc/222127600
is that everything we need?
Yep. Well some paper, dice, and writing implement of your choice would also be useful
Yeah, pretty much. You need also set of dices, but I think that your local hobby store can help with it.