So I've been wanting to make dnd campagin for a while now. I have plot idea and I due to improvements in my writing skills, I think I have the consitenncy to keeep it up.
Though, I have only played dnd once before and that was years ago. I don't really know all the rules and while I know that most people who play it probably don't remember all the rules on top of their heads, I don't even know the basics orr what the basic entiles. Do you guys know the basic rules I need know to run a 3.5 version dnd campaign? I remembered that I once looked up a lot of stuff wheen as was about to join a campaign but has forgotten them now and also I thinnk it was incomplete.
Of coourse, I don't want you to waste your time spoonfeeding me all the details. I just have problem with sorting amoung the information which is important to know for being able to play and which are not.
I kind of just wanna play on the fly. Do you guys think that that would be possible? Like, ifyou just remained me of the rules when one needs them and I basically learn from you guys during the play.
Like, "Dude, here your suppose to tell me to roll a constitution check," or something.
Anyway, I have setting and a storyhook and very much ending. While I don't know how or anything of the ending since that is created by the players, I do know the main goal and mission the story is based upon so you know you can tell when the adventure is over.
I will do it very casually, in fact it will be a very casual campaign if it ends up happening. It might not be a campaign that you even have in your top list or anything but I hope that the journey that will be mostly created by the players; since I doubt I will be to railroading, will just set up a goal and how you get to it is your business; will be somewhat fun at least. I have intentions of throwing in some homebrew stuff as the story progresses. It's mostly simple and silly stuff like my created monsters and spells that you will end up facing respctively getting. I doubt it will even be noticed. Also, the story won't blow your minds either.
Well, if you can handle silly speeling errors from an ESL that is.
Here's the rule book at least https://archive org/details/dnd35srd
Under downloads you have a zip file named basic rules which I guess is all you would need to get started, I don't know much about D&D so I can't tell if it's true or not. I've only ever played once and it was an awkward autism festival that lasted for less than an hour and I don't think I ever want to try it out again. Good luck in finding someone else to play with though.
What's the setting though? maybe someone will be interested if they get to read it first?
Thanks. I had assumed, stupidly, that the rule book would be too hard to find. But I wonder if that was a just a rationalisation for being lazy. Tahnks a bunch for finding this for me but I feel bad for making you waste your time. I will do my own research next time before I ask for help, that's for sure.
Well, you'r probably right. I will write down a summary of the setting towmorrow. Thanks for the advice.
I've been so busy that I didn't see this thread until now.>Do you guys know the basic rules I need know to run a 3.5 version dnd campaign?
The very first step to becoming a DM is to learn the rules. You can find all of the resources online.
I'd suggest reading the whole 3.5e DMG to get an understanding.
Here's the 3.5e DMG (premium edition):https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/D&D%203.5e%20Core/Dungeon%20Master%27s%20Guide%20%28Premium%20Edition%29.pdf
And the sequel:https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/D&D%203.5e%20Core/Dungeon%20Master%27s%20Guide%20II.pdf
You'll also want to read the Player's handbook:https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/D&D%203.5e%20Core/Player%27s%20Handbook%20%28Premium%20Edition%29.pdf
And the sequel, even though it's not necessary:https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/D&D%203.5e%20Core/Player%27s%20Handbook%20II.pdf
Of course, the best part of third edition D&D is the abundance of splats. You can access all of them online here:https://thetrove.net/Books/Dungeons%20&%20Dragons/3rd%20Edition%20(3.x)/
But the most important parts are listed under "3.0 core" and "3.5e core".
It's not necessary to read every book in third edition, but the more content you read, the more options you'll be able to incorporate into your game.
Once you're semi-confident that you've got a basic understanding of the rules, you'll be ready to start planning.
If you're playing online, you should consider the medium by which you and your players communicate. A lot of tabletop games are based in discord servers, but Roll20 (it's a site; check it out) is also a good medium, often used even if the game functions primarily through another site. I've found that Mythweavers (another site; check it out) is good for managing character sheets.
If it's your first game as DM, i'd recommend running a module to get used to what a d&d game is like. The Sunless citadel is a a favorite of mine. It's not necessary though. The Book Of Challenges (listed in 3.0 core) also has a bunch of decent adaptable mini-encounters that can fit into any story.
Thanks a lot. Appriciate it a lot even though I took forever to answer.
Will start to read.
But yeah , thanks a lot and fun pic.
If you have any other questions, feel free to ask. I'm glad to help.
Huh, starting with your own dungeon, eh?
I'd be glad to try out your game, when you're ready.
What medium are you intending to run it on?
Okay, sounds interesting. A few questions, some you may not yet have an answer to and that's fine.
1. Is it going to be a scheduled game, or will it be more free-flowing, as you and players are able sort of faire?
2. Do you have a starting time in mind, or is that TBA?
I have more, but I'll table those for a moment, until the summary is written.
Its perfectly acceptable to do a campaign on the fly, even as a GM, and there are several anons who are or may become interested who can provide assistance. One method would be to individually hit up different players before the game, and get their input. Things like "Does this look right?" or "Could you offer suggestions/stat blocks for say, Brigands?". I assume that any who would volunteer for such a position of assistance would be able to avoid having any questions you ask affect their character's actions, but even so its nice to be surprised as the story develops, and compartmentalizing the information you glean from players can help improve everyone's experience.">Can you do it on the fly?"
"Has he SEEN some of the RPs on the site?"
>>131702>Its perfectly acceptable to do a campaign on the fly
I'd strongly prefer to have a predefined schedule/timetable in place, tbh.
>>131702>One method would be to individually hit up different players before the game, and get their input.
PMs are useful for that purpose, and others.Ngl, chansites aren't exactly the best medium to run tabletop games on.A lot of people have been moving from Roll20 to Foundry recently. Might be worth getting into that.
So an adventure then. I think I'll be able to find the time.
>players suggest as solutions
My first recommendation would be to just make sure you yourself know what you're doing and how you want to do it, before you start the game.
So.. are you planning to do this next month?
Indeed, that will be essential to my ability to participate. When I said "on the fly" I mean "Having a base of storyline outlined, and allowing the players to determine how to accomplish it, rather than planning every step" like it was a JRPG or something.>>131709
This is good advise, though flexibility (especially wrt to certain players "Look who's talking"
) is an equally useful position to maintain.
I wouldn't say that's that big of a priority if it's a one shot, since there's only one session.
Communication, on the other hand, is essential.
>>131717>not a big priority
We agree to disagree then, because IMO flexibility and the ability to improvise is the most
essential element; I was just being polite.
Perhaps I just don't understand what you mean by "flexibility" then.
flexibility never hurts though, I guess.
Awww, that's too bad.
Btw, designing your own adventure from the get go isn't really necessary. You could start out by using an adventure module: there are lots of
pirated free pre-made adventure modules online available for DMs to run. There's no real need to write your own story, especially if you're new to DMing.
Those maps look interesting though.
All of these links are kill, but the content still exists on rebrandly.