Category Archives: Games

What’s the best entry point for Dungeons and Dragons?

A Redditor messaged me, “You’re a board game guy so i figured I’d take a shot in the dark and ask for your advice. Basically wanted to start Dungeons and Dragons and wanted your recommendation on the cheapest way to get everything I needed to actually start playing for real[assuming my boyfriend and our friends want to make it a regular thing]. I’ve seen people debating on what handbooks and packs i need to start, and i want to be sure I’m not wasting my money on useless books and all that”

It’s been way too long since I played or talked about D&D, so I’m sharing my response here, in case it’s helpful to other people.

Hey! I’m so glad you asked me, and I’m happy to help. This is one of those questions that wakes up the gatekeepers and can lead to people giving up and walking away from D&D before they ever start. I’ll do my best to give you a simple answer, and then some more information that you can come back to later, if you’re interested.

Speaking as a voice of experience, who has played the game since 1983, and who is intimately familiar with every edition and potential entry point: the very best way to get started is to pick up the 5th edition starter set. It has everything you need to learn and play the game, and if it turns out that D&D isn’t for you, you’ve only spent around $20. It’s widely available in bookstores, toy stores, and tabletop game shops. It’s written specifically for people who are new to the game, so it walks you through the basics and gives you information that you need when you need it, instead of overloading you with a bunch of facts all at once. For your twenty bucks, you’ll get enough to play for several sessions, and by the time you’re finished with the adventure it contains, you’ll know if you want to keep playing, or if D&D just isn’t for you.

You can stop now, and come back later if you’re still interested in the game, and want some more resources.

Okay, so if you want to get a deeper look at the rules that are in the Core Rule Books, Wizards of the Coast has a lot of free resources online to help you get your feet wet, including the basic rules.

Matt Mercer and Satine Phoenix have made tons of super helpful videos for Geek and Sundry about running games, including little tricks and things that can make adventures more interesting and fun for the players. They’re on the G&S YouTube channel.

If you’ve decided that you love D&D and you can’t wait to dive in a little deeper than the starter set, you will need to get the Core Rule Books. This is your first substantial investment, because there are three of them at minimum, and they all cost around $30 each. These books teach you how to design and create your own characters and adventures. They also give you the information you need to play through the published campaigns that Wizards has released, like Tomb of Annihilation, or Hoard of the Dragon Queen.

If you love that, and you want to start building your own adventures and campaigns in that world, Wizards has these incredible and detailed guides to their primary fantasy world, The Forgotten Realms (think if it like Middle Earth for D&D), including the Sword Coast Adventures Guide. These books don’t give you a specific adventure to run, but they tell you everything you need to know about the history, geography, fantasy races, cities and towns, and secret lore of that world.

I could go on and on, but I already have, so I’ll stop here. Feel free to shoot me a message if you have additional questions at any point in the future!

So this got me thinking: what’s going on in D&D right now? Is there a published adventure you love? A campaign setting you think veteran players should check out? Tell us, if you’re interested in sharing that sort of thing.

Event Zero | FATE | Tabletop

Our most recent episode of Tabletop is a narrative RPG, powered by FATE, which is one of my very favorite systems for storytelling in gaming. In fact, if you’re a writer or storyteller, it has some tools and design philosophies in it that are extremely useful, whether you play RPGs or not.

Tabletop fans will likely be as excited as I am to have John Rogers (FIASCO, Season One) back, and some lady who I think was on Buffy once or whatever. We also have Ryan Macklin, who is not just one of the Fate designers, but is one of the most amazing GMs I’ve ever had the privilege to play with.

We had no idea what we were going to play when we came together, and that was be design. One of the strengths and joys of FATE is how easy it makes it for the players and the GM to build a satisfying and narratively complex experience by asking questions, collaborating to find the answers, and working together within a simple set of guidelines to define the world and their characters. Every time I’ve played FATE, I’ve had as much fun during the design phase of the adventure as I did when we were actually playing in it.

We ended up building a world that takes place after Event Zero, which is when all the rules of reality fell apart for reasons that were never completely explained or understood. Horrible monsters tore into our universe, psychic powers became real, and now there is unrest everywhere. We then designed characters who are in a Supernatural Containment Unit. They go where they are needed, to keep things under control, handle people who see things they shouldn’t see, and confront Things Man Was Not Meant To Know.

I am delighted by the way this episode came together. The art is wonderful and the storytelling is just delicious. I hope you like this as much as I do, and I hope it inspires you to play more games!