Hello all, Slick Dungeon here. I can’t stand long intros to top 5 lists so I am going to get right into it. Just a couple of qualifiers first. These books are all intended to be used with the 5th edition of Dungeons & Dragons. Most Dungeon Masters who already have experience will likely have these books already so if that is you, this is probably not the post for you. But, if you are kind of new to Dungeons & Dragons and don’t exactly know where to start or which books are for what, these are the books I consider absolutely essential. You don’t necessarily need all of them to play but each one brings something of value for the new Dungeon Master. There is no particular order to these rankings because I do find them all equally valuable. Which ones are right for you is for you to decide.
(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)
5. Basic Rules
Before you spend a single cent on any Dungeons & Dragons books, you should make sure the game is truly for you. There are a lot of ways you can do this. You can play with an already established group either online or in person. You can watch live play sessions on YouTube or Twitch. You can play any number of video games based on Dungeons & Dragons. Those are all great but they don’t give you the most inside look at what the rules actually are. My recommendation is to start at the beginning and read the basic rules. You can find those by clicking the image above or clicking righthere. There is no cost and if you only use these rules, you can still have a stellar game session.
4. Dungeon Master’s Guide
Cover Art by Tyler Jacobson
This one may seem obvious but if you want an expansion of the basic rules, you’ll need to get the Dungeon Master’s Guide. This book goes over the basics of how to run the game but it also has great advice on everything from what magic items there are, how to create memorable non-player characters, and how to create worlds and multiverses right at home. While no single source book can be all encompassing, this does a fair job of covering most situations you’ll find in game. I’ve read and re-read and re-re-read this book more times than I can count and I usually still come away with something new each time.
You can get your copy by clicking the image above or clicking here. This retails for $49.95 but there are often times you can find it on sale for less so watch for bargains.
3. The Player’s Handbook
Cover Art by Tyler Jacobson
As Dungeon Master you have a big job. Not only do you need to know the rules of the game, you need to know what the players know about the rules. For this reason, you’ll want to have a copy of the Player’s Handbookat your side. This book covers the types of characters players can make, gives a run down of the rules, and contains rules for things like magic spells which will be used in the game. While I have certainly read this book more than once, I refer to it less than my players do. I have a good understanding of the rules and where to look when I am in doubt. But, I don’t memorize every word in every spell or anything like that. Still, this is a vital reference and if you’re serious about playing, it’s one of the core rulebooks you cannot do without.
You can get your copy by clicking the image above or clicking here. This one also retails for $49.95 but again there are often times you can find it on sale for less so watch for bargains.
2. Tasha’s Cauldron of Everything
Cover Art by Wylie Beckert, Magali Villeneuve
Tasha’s Cauldron of Everything is the newest sourcebook on this list. I have it here because as good as the Player’s Handbook is, there were some issues with how rules for character creation happened. Tasha’s corrects some of those problems and gives more freedom to players on how to build their characters. I won’t get into the finer details in this post but it did make it so players were not quite as locked into things like every Half-Orc character having to have only certain bonuses just because they were a Half-Orc. In other words, you could have a Half-Orc who is really intelligent or charismatic etc. rather than one who just has tons of brute strength. In addition to that, however, there are also great tips in here for making puzzles and traps. Also, this has the Artificer class which is an extremely fun class to play.
You can get your copy by clicking the image above or clicking here. This one also retails for $49.95 but again there are often times you can find it on sale for less so watch for bargains.
1. The Monster Manual
Cover Art by Raymond Swanland
In a way, I’ve saved the best for last. This is my favorite of the core books. Whenever I am stuck for ideas about what to throw in front of my players, a flip through here always gives me inspiration. TheMonster Manual is exactly what it sounds like. It’s a bestiary explaining the different types of monsters you can use in the game. If you’ve been playing with the basic rules, this manual helps to expand your options. And each creature gets not only a stat block to show you how to run it, but it also has good descriptions and details of where the creatures live, how they behave and what some of their goals or motivations might be. Using this book is very helpful to flesh out a session and the rules are generally clear about how to run the monsters in your own game. There are other books that expand on this one so if you ever do get tired of playing with what is here, you always have that option. But for beginners this is where to start for making great enemies (and sometimes friends) for your players.
You can get your copy by clicking the image above or clicking here. This one also retails for $49.95 but again there are often times you can find it on sale for less so watch for bargains.
Conclusion
There are my top five recommendations for sourcebooks for new Dungeon Masters. These will cover the basics for you and you can have months of fun with these alone. If I had to give you my top 3, it would be basic rules, Player’s Handbook, and Tasha’s Cauldron of Everything. The basic rules do cover a lot and the DMG is great to have but ultimately, you as the Dungeon Master, can come up with your own worlds with or without having every single rulebook.
In a future post I will go over my top 5 adventure books for fifth edition but it’s tough to play those without any sourcebooks whatsoever.
So, have you used any of these sourcebooks? If so, which one is your favorite? Let me know in the comments!
And, if you like these types of posts and want more of this type of content, consider purchasing one of the awesome books listed above through this post. It really helps out this blog when you do.
Howdy folks! Slick Dungeon here and I play a lot of Dungeons & Dragons. I have had conversations that have lasted for hours just on the topic. One thing I don’t see a lot of are guides or suggestions for how to play this game with kids. I’ve run into parents who have children who want to play but the parents are too intimidated to give it a try. To help solve that problem, I came up with a few rules and I want to give those rules to you for… absolutely free!
If this sounds like something you might be interested in just download the free 18 page PDF below. If you like it, consider signing up for my mailing list. If you hate my tips, you can always unsubscribe. You don’t have to sign up to the mailing list to get the PDF but if you do, it will put a swing in my step and a shine on my top hat!
Happy gaming everyone!
Here’s the PDF:
Get the 10 Golden Rules by clicking the image above
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First Blush by Jonathan and Beth Ball Photo Credit: DM’s Guild
Hey everyone, Slick Dungeon here. I haven’t posted about Dungeons & Dragons for a while and thought I would give you all a review of a neat product I found on the DM’s guild.
First Blush is a “duet” style campaign for one player and one Dungeon Master. The goal of the module is to not only be a fun and interesting adventure, but also to teach people how to play Dungeons & Dragons. It includes stat blocks for all of the NPCs in the adventure. There are also three maps that you can use at your table if you are using minifigures. There is some great artwork as far as the characters go as well.
The module itself lays out some scenarios that a beginning player should be able to easily manager and will make the mechanics of the game more clear as they go along. It can be placed into most Dungeons & Dragons settings so it is good for a first level adventure no matter where you prefer your campaigns to be set.
I would recommend that this be led by an experienced Dungeon Master, however, because there are terms and situations that the module seems to take for granted that the person running the module knows already. There is plenty of boxed text and lots of descriptions of NPCs making it easy to run. They do point out several times that you are not required to run these characters as written, so if you want to change something, it is perfectly fine to do so.
I have played through this successfully as the Dungeon Master and my player and I had a great time doing it. Playing Dungeons & Dragons with just one other person is a different kind of experience and for those of us who have played with large groups for a long time, this style of play can be wildly refreshing. I highly recommend this module.
Check out their trailer below.
This is also just the first part of a trilogy. I will be reviewing all three of these modules eventually. You can buy each part separate or as a bundle to get all three. This is a pay what you want module so you can pay nothing, but for the value you get out of this module, I would say that the suggested price of $2.00 is well worth the hard work the creators put in here.
If you want to really help out this blog, get your copy of First Blush by clicking on the image or one of the links in this post. It won’t cost you anything extra and you’ll get a great module to play!
If you play this module, or have played it, let me know what you thought in the comments.
P.S. If you need some dice to play, you can also help out this blog by purchasing a set from Dice Envy by clicking the image below. Again there is no additional cost to you if you choose to purchase and you’ll get some great, high quality dice!
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Hey everyone, Slick Dungeon here. I just sat through the product reveal panels for Dungeons & Dragons Live 2020 and I wanted to share my thoughts with you all. Several products were announced, some you are probably aware of if you are into Dungeons & Dragons. I will go through each one that was talked about today, and because I like role playing games with my kids, I’ll also let you know which ones I think will better for kids than others. I listed them below in the order they were announced, so that’s the order I will talk about them.
Baldur’s Gate III – Video Game
What is it?
This is the third game in the Baldur’s Gate series (not counting spin offs) and it looks like it is going to be ground breaking for role playing video games. They were able to incorporate the inspiration system from the fifth edition rules, as well as provide reaction opportunities. There was about an hour of demo game play shown today. The game looks like it will be gorgeous and I am definitely excited to play it.
Is it for kids?
Now, to start with, let me say that for the purposes of this post I am defining kids as anyone under 12 years old. While some kids can handle a lot of more mature content, parents will want to know that this game looks like it will be quite bloody and violent. Considering that the previous games in the series were rated T for teen, this will probably be good for teens. I would recommend doing your research on the game as a parent before purchasing, in case it hits any elements you are not comfortable with your children playing. I would be surprised if it got even close to anything like God of War or some of the more mature games out there, but I could see there being some innuendo in addition to the violence. So, again, do your research on this one prior to purchase.
2. Icewind Dale: Rime of the Frostmaiden – Adventure Book
What is it?
This is a campaign adventure set in the Icewind Dale area of the Forgotten Realms campaign setting. It was described as a horror adventure that takes place out in the frozen cold of the Sword Coast where adventurers can expect to fight, yeti’s, the eponymous Frostmaiden of Icewind Dale, and the weather itself. It will be an adventure for levels 1-12.
Is it for kids?
If you go by the standard age range of Dungeons & Dragons ages 12 and up. It’s also a horror campaign so definitely expect some dark elements to come into play. However, Icewind Dale does tend to be a setting that is pretty cool for younger kids to play in. It was also mentioned that there are several adventures in here that might be useful as a sort of mini-campaign. My guess is that some of those will be better for younger kids than others. I would read before purchasing if you are getting this for kids.
3. At the Spine of the World
What is it?
This is a comic book adventure that spins off of the adventure book above. It will introduce new characters in the setting that will have a series of adventures for readers to follow.
Is it for kids?
Considering that the publisher, IDW, publishes everything from My Little Pony to 30 Days of Night, it’s hard to say what the age range is going to be here. My hope is that it is for readers around 9-12 but I wouldn’t count on that.
4. Stranger Things & Dungeons & Dragons
What is it?
Like the title says, this is a crossover between the show Stranger Things and Dungeons & Dragons. As a huge fan of Stranger Things and Dungeons & Dragons, I could not be more excited for this. The cover alone is enough to get me on board in about a tenth of a second.
Is it for kids?
Have you let your kids watch Stranger Things? If you have not, then definitely watch the show before you buy the comic book. If you are okay with letting your kids watch the show, I don’t think that there will be any problem with the comics. Do be aware that Stranger Things is full of dark horror moments and those can sometimes scare children. If you kids can handle that and you have seen the show, this seems like a great way to get them to continue to read.
5. Heroes’ Feast
What is it?
This is a cookbook inspired by the magical words of Dungeons & Dragons. It has more than 80 recipes and is categorized by the cultures found in D&D, Human, Elves etc. In case you don’t know, Heroes’ Feast is actually a spell in the game, where an adventuring party can partake in a feast prior to battle and it gives them some bonuses to make the battle a little easier. I think it’s actually a perfect name for a D&D cookbook.
Is it for kids?
This might actually be the thing that was announced today that I am most excited for. While obviously, a cookbook may or may not interest kids, and there are definitely recipes that are not going to be kid friendly (like the cocktail recipes) I think this is a long overdue book. When I want to play D&D with kids we usually have snacks during our session. I’ve often wished that I could have something that is a little more reflective of the environment they imagine themselves in. I can’t think of anything more fun than cooking something together with your kids, then going and enjoying your elven bread as your elf character takes a moment to meditate and refresh herself. And with all this time most of us have had to up our skills in the kitchen, I can’t wait for this one. I can’t see any reason this would not be suitable for kids to read, but obviously supervision will be required when it comes to making the recipes.
There were also several minifigures revealed today, but I’m not really going to get into those in this post. They look really cool but buying minis is up to parents and how they feel about that. Some people love them, but the game is absolutely playable without them.
Overall, I was a little disappointed that there was not more announced for younger kids, as it’s always nice to introduce a new generation to the game. While I love stuff like Critical Role, it can be pretty hard to find D&D stuff that is good for kids to play. It’s not that it can’t be done, it just takes more effort, and I was hoping to get a few things that would help with that this year.
If anything else gets announced over the weekend, I will post about that here as well.
Adventuringly yours,
Slick Dungeon
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Here’s the list of things you need to do to create a character according to the simple rules.
Choose a Race
Choose a Class
Determine Ability Scores
Describe Your Character
Choose Equipment
Come Together
Additionally this chapter talks about what happens beyond 1st level.
If you ask me, some of that list seems obvious and some of it seems pretty difficult. The first time I read Dungeons & Dragons rules, I was scratching my head for a while and had to read through everything, go back and figure it out again. I mean, equipment sounds easy right? I get that characters need stuff. But what’s an ability score and how do I figure it out? Why am I describing my character after choosing a class and race? Aren’t those things descriptions of my character? And then of course, what are the levels, what do I do with that? This can all be overwhelming and confusing. I am hoping to make this a little less painful and also, let you know the parts that are a little more flexible with kids.
As usual, the secret to all this, is right in the text at the beginning of the chapter. Here’s the beginning of the first chapter of the Simple Rules. “Your first step in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination.”
Don’t let the word statistics scare you off there. The point is, you (or your kids) need to just imagine what type of character you want to play. You could simply have them describe their character to you and go on and play, without even figuring out the game statistics. You’d just have to make judgement calls on whether or not it is reasonable that their character accomplished something.
Still, most of us want rules and structure around this game. So let me go into brief detail about each of these sections. I’ll also give you my advice on whether or not to focus on each section the first time you play with kids.
The main thing to remember here is that this game is about storytelling so make sure it’s a story your kid wants to help tell. The best way to do that? Make sure they get to make a character they really want to play.
Let’s dive into the steps.
CHOOSE A RACE
This one seems obvious to me, but then again I have played D&D for a long time. Your kid needs to decide what kind of a character they are going to play. As it says in the chapter, “Every character belongs to a race, one of the many intelligent humanoid species in the D&D world.”
You might be thinking, great but what does that mean exactly and what are the choices? Okay so for this game you get several options as far as race goes. Now, I am operating under the assumption that you are playing in a fantasy type setting. However, if your kids are more into superheroes or whatever, you can adapt these races to fit your narrative. For example, Elves are graceful, wise creatures and Dwarves are bold and hardy. So just think of characters from the world that you are imagining and fit those to that description.
The races that you have as options in the simple rules are as follows: Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-Elf, Half-Orc and Tiefling.
Some of those probably seem obvious and you’ve likely seen some portrayal of them in popular media. Others might just seem like someone typed a jumble of letters in a keyboard and hoped for the best. I’ll give a super brief description of each one here but in later posts we’ll take a deep dive into each one.
Dwarf– This is pretty much what you would guess. Strong, hardy folk who love to mine, drink ale and fight. They are tough and they are difficult to poison. They can be a really fun race to play in the game and most kids can wrap their heads around this one.
Elf- Again, this one seems pretty straightforward. If you have seen Lord of the Rings, you have a pretty good idea of what an Elf is like. They are kind of mystical, very graceful, often wise but they can also be lethal when called to action.
Halfling- There are not a ton of Halfling examples to point to outside of The Hobbit, so if you are thinking of Bilbo or Frodo Baggins, that’s exactly what Halflings are all about. They are small, live for a long time, and most of them are not big on traveling everywhere all the time. That said, there are always a few that want to go on an adventure and Halflings can be really fun to play.
Human- I don’t think there is much to explain here. Humans do have the advantage in this game of sort of being a jack of all trades and can learn stuff easier than some of the other races listed, so that’s something to keep in mind when choosing a human. They do have the disadvantage of not getting racial bonuses in the game mechanics at the start, but like all real humans, they can improve over time.
Dragonborn- A what now? Yeah, Dragonborn you may not be familiar with. These are basically dragons walking on two feet. They don’t have all the characteristics of dragons but they are scaley, they look like they are tough (because they are) and they can in fact use a breath weapon that does a type of damage that an actual dragon from the game would do (just on a smaller scale).
Gnome- These folks are small and energetic. They’re even smaller than Halflings and are endlessly curious. They love to live life and are enthusiastic about just about everything and that can make them excellent adventurers.
Half-Elf- This is a combination of an Elf and a human. They walk between two worlds but are never entirely accepted in either. This can be a little hard to role play as a kid, but if they want to be a little bit elf, and a little bit human, this is a great race to choose. The fact that these characters don’t quite belong anywhere makes them very good at being diplomatic and understanding the needs of others.
Half-Orc- Unlike Half-Elves, the Half-Orc stands out in a crowd no matter where they go. They look like Orcs and many people mistrust them. This could be due in part to the fact that a lot Half-Orcs are very strong and quick to anger. This is a great race to play if your kid wants to be a fighter.
Tiefling- Again, this might be one you have never heard of. These creatures look like demons but in humanoid form. They have a very tough time fitting in to society because everyone assumes the worst at first glance. The fact is though, that there are plenty of good Tieflings who just want to have an adventure.
Like with everything in D&D, you don’t have to play to the classic type on these. If you want to play an Elf who is clumsy, go for it. A dwarf who can’t stand being in a mine? Sure thing, no one is stopping you. Let your kids have fun with the race they choose.
CHOOSE A CLASS
To make this part easy, just think of this as the job that the character does. Like with races, I will do a post with a deep dive into each of these.
Here are the options you have for class: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlocks, and Wizard.
I’ll again give you a super brief description of these.
Barbarian- Barbarians are excellent fighters, they tend to like being outdoors, they love to be in the thick of battle and are quick to anger.
Bard- Bards are entertainers to the core, be it through music, poetry or some other means. Bards are excellent at supporting other characters with their magic and can make the whole party better at anything they are trying to do.
Cleric- Clerics get their strength through the gods. They can wield powerful healing magic or deal devastating damage and they are imbued with divine magic.
Druid- Always in tune with nature, Druids never try to claim control over it. These characters use natural forces and natural magic to accomplish their goals. One of the neatest things about this class for kids is that some of them can change into animal forms which makes for an endless amount of role play opportunity.
Fighter- Yes, this is what it sounds like. Fighters are good at fighting. There are a ton of different options for how you fight, but all fighter are, well… good in a fight.
Monk- The strength of a Monk flows from within. Unlike fighters, most Monks don’t use weapons but they can pull magic out of themselves. If you have seen any of the best of the Bruce Lee movies, you have a great idea of what a Monk is and can do.
Paladin- Paladins are bound by oaths to stand against the forces of evil. They are the closest to knights of the round table that this game gets. They try to do the honorable thing, whatever way they interpret that. They are capable of great fighting and strong magic and are a highly playable class.
Ranger- Rangers roam the wilderness on the hunt for monsters that threaten the lands. They tend to be loners and isolated but never forget the people they fight for. They are very good at surviving in the wild and are great at hunting and tracking.
Rogue- Rogues are stealthy and skillful. They are good problem solvers and pick things up quickly. While not every rogue is a thief, a great many thieves are in fact rogues. They are excellent for sneaking into a lair and dealing massive damage through their sneak attacks.
Sorcerer- Sorcerers are gifted with magic through a number of methods but unlike wizards, it’s not from book learning. You can’t learn to be a sorcerer, you either are one or you are not. They are fantastic at magic spells and can do a great many things, however, the magic can sometimes go a little astray and cause damage to themselves and others. This is a very fun class to play because of the unpredictability of their magic.
Warlock- Warlocks make pacts with supernatural beings to gain knowledge of magic. They are beholden to these beings and the role play potential with this class is enormous from that fact alone.
Wizard- The most traditional of magic users, this class learns from books and a natural talent for magic how to cast spells. Think Gandalf from Lord of the Rings, or Harry Potter and you have a great idea of a wizard.
DETERMINE ABILITY SCORES
To me this is the hardest part of making a character and when it comes to playing with kids, the least important. For now, my advice is this. Understand what the ability scores are, and have your kids just choose one of them that their character is good at.
So what are the abilities that there are? Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. I’ll give you the two second take on each one and like I said, just have your kid choose one that their character is good at.
Strength- Just what it sounds like, how strong you are.
Dexterity- How nimble you are. Can you dodge a sword blow? Can you you dodge under a falling rock before it hits you? Then you have good dexterity.
Constitution- This is how hardy you are. Can you eat anything and never get sick? Is it tough to poison you? Then you have good constitution.
Intelligence- This is basically your book smarts. You want high intelligence if you are a wizard but anyone can be intelligent if they put enough effort into it.
Wisdom- This is your life experience. You might not be educated in the traditional sense, but you can tell when someone is trying to fool you.
Charisma- This is essentially how charming you are. An important note on this one, is that charming doesn’t always mean kind. In Harry Potter, Voldemort is charismatic because he has many followers that do what he says. If you want to be able to influence people, for good or bad, Charisma is important.
DESCRIBE YOUR CHARACTER
This is taking the character you have so far and giving her personality and a back story. I’ll go into the options on this more in a later post but the possibilities here are as endless as storytelling itself. This is the spot where imagination really helps. That being said, there are some short cuts you can use in the simple rules to drive your imagination.
CHOOSE EQUIPMENT
Each character is going to need stuff. A swordsman needs a sword, a wizard needs a spell book and materials to make spells with. Some of the equipment is automatically given based on a characters class and background but there are options to buy the equipment using the gold in the game. I’m obviously not going to go into every item that can be purchased but the simple rules have a handy section for that. I would just say, try to make the equipment purchases be something that makes sense for the character and the type of adventure you are trying to have.
COME TOGETHER
This is just having the players form up as a team. This is usually done through role play with the Dungeon Master at the beginning of a campaign. There are an infinite number of ways this can happen so be creative here.
GET YOUR KIDS EXCITED ABOUT PLAYING
This is not an official step in the rules but I highly recommend it before playing.
In my next posts I am going to start going through each race in more detail. But before I end this post, I wanted to point you to some resources to help your kids start to think about what kind of character they want to play. Lucky for us, Wizards of the Coast, the company that publishes Dungeons & Dragons has a bunch of resources for this.
I’m not pushing you to buy these but if you do decide to and order through my site, it will help out the site a ton. If you are considering buying these books, consider purchasing through this post, it will not cost you anything extra at all.
I will eventually do a review of each one of these books but suffice it to say that both of these are great at getting kids excited about playing D&D.
Warriors and Weapons is a primer on characters you can play and the kind of equipment they can use. It has great pictures, easy to digest information and is a really fun read, even if you are an adult.
Wizards & Spells is dedicated to the magic users and beings in the game. It’s a great little primer on magical characters and creatures and will give kids a good idea of what can be done in the game with magic.
I actually think the whole series of these books are great but the two above are the best for learning about characters and what they can do. Even if your kids can’t read, the illustrations convey a ton of information so I highly recommend them.
Next time I am going to take a deep dive and delve into the world of Dwarves. Until next time, I hope you all stay safe and have fun. Roll high!
Adventuringly yours,
Slick Dungeon
This page contains affiliate links. If you purchase a product through one of them, I will receive a commission (at no additional cost to you). I only ever endorse products I have personally used. Thank you for your support!
Hey everyone out there, it’s your friendly Dungeon Master Slick here. I’ve had a lot of time to hang out with some friends lately and we decided to play a little game you may have heard of called Dungeons & Dragons. We wanted to go with Curse of Strahd since none of us had played it before. I got to be the Dungeon Master and I have two players playing. Before you ask, yes we did this while practicing social distancing. I stayed in my dungeon and they stayed in theirs and we played online. If you click the link above for Strahd, do be advised that it is for Fantasy Grounds that is an online platform you can use to play Dungeons & Dragons, not just a PDF you can download. I will also provide a link at the end of the post where you could get a physical copy of the book if you want.
A couple notes before I get into the game session here. First, if you have been reading my Kids Kill Monsters series about playing Dungeons & Dragons with kids, this post is not about that. I will get back to doing those posts soon but I really do not recommend Strahd for kids or dungeon masters new to the game because it gets a little complicated, there are dark horror elements to it, and there are so many ways this can end up going wrong. That said, if you have a kid who loves horror (I have since I was like eight years old) and you feel they are mature and sophisticated enough to take on some pretty dark stuff, have at it. Also, there will be spoilers for the module of Curse of Strahd so if you are a player who is either about to play or is currently playing this campaign, you should probably not read this. That goes double for my players! Don’t read this guys.
I’ll wait for players to exit the room and we have all Dungeon Masters or would be Dungeon Masters here.
Okay the coast is clear, DM’s read on.
In these diaries, it’s my intention to tell you what I did to prepare, how the session played out, and what I would try to change or improve the next time. I hope you’ll find the story a little bit entertaining but mostly I hope I can give some advice to anyone interested in running this campaign for themselves. I’m going to be writing these campaign diaries with the assumption that you know at least a little bit about how the game is played but if anything in here seems confusing, feel free to ask about it in the comments. So without further ado, let’s get into it.
Preparation
I’m going to give you the most obvious advice ever but, if you want to run a campaign well, one thing you have to do is… read the module. Yeah, I know, you probably know this already. In order to prepare I did just that. I read the book. After reading the book, I still had a ton of questions on how I wanted to run certain things, and how certain things worked.
If you have read this module you will know that there is this sort of Tarot card style reading using what they call a Tarokka deck. You can use regular playing cards to do this reading, as long as you have all 54 cards in the deck (jokers included). The module tells you to do this reading once on your own and once with players. I highly recommend practicing this a few times. I think I have it down, but that hasn’t been put to the test yet because my players have not gotten to the point where they would have their reading done.
Once I read the module and I felt like I had a somewhat decent handle on how it’s supposed to run, I started scouring the internet for resources. I love the Gothic horror aspect of the campaign, although I do cringe at some of the parts of the module that seem like they might lead into uncomfortable territory for players. I did find a really handy resource though and if you want to run this campaign, I think you should definitely check out this channel, and the resources on it. Lunch Break Heroes has thoroughly turned up the narration and the horror on this campaign to eleven. I linked to the whole play list of his videos for the campaign below so you might want to start with the earliest videos about adventure hooks and running the “Death House” module first.
If you would rather read through his awesome guide, you can get it here on his Curse of Strahd Reloaded reddit thread.
I took the parts that I liked from the module and from the book and added a little of my own flavor to how I thought things should go. Once I was prepped, we met to make characters.
Characters
One player decided to be Lady Ellarian Brysalor, a wood elf noble fighter with a tragic past and the huge burden of having inherited a large estate after her whole family was wiped out in a zombie attack. (My players decided to make it a zombie attack because I have zombie anxiety dreams and they thought it would be funny… so yeah there’s that.)
Also just a side note, I am not sure where the pictures I am posting below come from so if anyone knows, let me know and I will credit the source. Or if you own the image and want it removed just let me know and I will take it down.
The other player created the character of Miles Adelard a human Acolyte Sorcerer also with a tragic back story. When Miles was young, his family was killed by a cult of some kind. Later in life he was adopted by a kind hearted family. They taught him the ways of Lathander and he became a devote religious student. Sadly, his family was also attacked and killed by what may be the same cult as before.
I don’t know why my players both wanted to have their entire families dead at the beginning of this but Strahd is definitely dark enough to encompass this sort of thing.
We decided to start everyone at level one. I’m not going to put all their stats and stuff here but if you really want me to, just let me know in the comments. Since we were going to begin with level one, I had to make a couple of decisions. First, what adventure hook did I want to play and, should I run the so called, “Death House” module that is in the appendix of the book.
I decided to go with the “Mysterious Visitors” adventure hooks with a couple of the changes from the reddit thread I posted above. In this hook, basically, the characters start in Daggerford, are asked to deal with some bandits who turn out to be Vistani from Barovia (the realm that Strahd rules over) who then ask the characters to come and help them. I added in the little plot idea that Madam Eva, an important NPC that shows up later in the game has sent them some dreams that have haunted them for the past few nights.
I also decided to run the Death House module which was a little trickier because we weren’t starting in Barovia. The reason I didn’t want to start in Barovia was twofold. First, my players are quite familiar with The Sword Coast and were pretty good with starting there. Secondly, I like the idea of feeling like you pass from one realm to another, with no way out. Again taking a cue from the reddit thread above, I placed the house, rebranded Durst Manor just outside of the village of Barovia.
After all that was set, we were ready to play.
The first session
At the beginning I leaned hard into the roleplay. I wanted to set the tone and the mood early on, so I didn’t just read the boxed text that says the characters are having dinner with Lady Morwen. She’s a noble character so I thought it made sense that she would know Lady Ellarian Brysalor. Miles was accompanying her because they had in the past befriended one another when Miles was curing one of Ellarian’s townsfolk and asked for no repayment or reward. From then on, the two of them had become fast friends and often traveled together. Ellarian had some business to take care of in Daggerford and got the invite to dinner with Lady Morwen.
While at dinner, Lady Morwen made it known that there had been some trouble outside the gates of town and her guards seemed like they had potentially been the subjects of a charm spell. Naturally the players offered up their assistance immediately.
When Miles and Ellarian approached the Vistani wagons, they wanted to go in stealthily but Miles failed his stealth check badly so he fell on his face and the Vistani were well aware that the characters were traipsing around the camp.
In the book, Stanimir is supposed to be the leader of the Vistani here and tells a little story about Strahd and how he is more or less cursed and a tyrant. Then he is supposed to ask the players to come and free Strahd. I felt like that was a little too straight forward so I played Stanimir as if he was a little sketchy bur really friendly and warm. I think the book expects for the players to suddenly think these people are totally harmless even though Lady Morwen is suspicious of them. If I did this over, I think I would have just made Lady Morwen ask the characters to conduct some business on her behalf instead of cast the Vistani in a poor light right from the get-go. I did even have one player say during the story that it felt like an adventure hook. He was right of course and he’s an experienced player so I am not surprised by it, but I didn’t want it to feel quite so railroaded. I also took the advice from that reddit thread above to say that the characters could share stories with the Vistani before Stanimir did his. Miles told an excellent impromptu legend about a dragon that swooped in to save some heroes during a mighty battle. It was a really great role playing experience and was my favorite part of the session. Then Stanimir started talking about the same woman that the characters had seen in their dreams, Madam Eva. I won’t say it convinced the players to go, but it didn’t hurt.
In the module Lady Morwen basically wants the characters to leave by dawn but the characters are supposed to go with them. I felt like this part did not work at all because also in the module the Vistani in this camp agree immediately to leave at dawn anyway. So mission accomplished. Like I said above, if I ran this again I would change a bit of what Lady Morwen is asking here. Lesson learned for next time.
After a bit of back and forth, the players went back and reported to Lady Morwen what they had seen. The players were still really suspicious of Stanimir. In order to get them to sympathize a little more with the Vistani I revealed that Lady Morwen’s servant had been caught trying to steal the Vistani’s wine, so they roughed him up for that. I even had Lady Morwen go apologize to Stanimir to get them to agree to go in the wagons toward Barovia.
In the module as written, the characters travel a while with the Vistani and then the forest suddenly becomes unrecognizable as the fog creeps in around everyone. The players don’t know it but this is a plane shift. Of course, when I described it to them, the players lost it on Stanimir and got pretty mad at him. Stanimir talked them down a bit as if it was no big deal but told them that it would be a bad idea to go into the fog on their own.
In order for the Death House module to work, it made the most sense to me to have Stanimir leave the characters when they were just outside Barovia. He stops the wagons, confesses that Madam Eva has banished Stanimir and his group and that his punishment is to bring people to these lands until someone frees Barovia of Strahd. He then splits out of town in a hurry.
The rain starts to pour and it gets late. As the characters are stumbling around in the dark, they see a lantern. They make their way over to it and see a girl with her little brother. The girl tells the characters that there is a monster in their house and they are worried about their little brother. I honestly thought I would get to role play this part a little more. Rose and Thorn are the siblings here and I did find them pretty interesting in the book. But the players were just like, yep, let’s go save that kid, find the basement! Hehehe… trap sprung.
I will say that one of the really smart bits of advice in the reddit thread is to not call this part Death House. I’ve just been referring to it as Durst Manor. I think the players are aware that they are in a haunted house but they have no idea what they are really in for.
They spent the rest of the session trying to figure out how to get to the basement. In the dining room there was a magnificent feast laid out and Miles took a huge bite out of a pheasant. I had him make a DC 15 wisdom save. He rolled a 7. After a minute the food turned rotted and to what it really was and Miles is currently poisoned.
It wasn’t all bad for poor Miles though, as he did find a very serviceable crossbow in one of the cabinets. The players then figured out that there was no access to the basement from the first floor, that the front door was locked, and that the only way to go on is up.
That’s where we will be headed next time.
What I would do different
Here’s what I would do different next time I run this part.
Reduce the role of Lady Morwen and her demands or start the characters right in Barovia.
. Play up the dreams that Madam Eva sends more (this is straight from the reddit thread not from the Curse of Strahd module so don’t look for it there)
Find a way to get a little more star time for Rose and Thorn.
Make the Vistani a little less suspicious but definitely keep the storytelling around the fire.
I’m sure there are lots of other mistakes I made but I would say overall it was a really fun session. I’ll be back to tell you all how the next session goes once we have had it.
If you want to get a physical copy of Curse of Strahd for yourself, check it out below.
Cursedly yours,
Slick Dungeon
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Haven’t read the rules yet? No problem, we are going to start at the beginning of the rules and talk about the Introduction which includes Worlds of Adventure, a little bit about How to Play and Adventures. I’m going to pull out the key ingredients from those sections that will make gaming with kids fun and easy.
Introduction
The first sentence of the rules says, “The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery.” Notice how they say it’s about storytelling? That’s the emphasis here. A lot of kids will absolutely love sword and sorcery worlds. But not all kids. We’ll get more into this later but if your kids love robots and can’t stand knights of the round table stuff, this game can still be for them. My recommendation here is that whatever your kid is most into, that’s what you want to set your world in. It’s fine if rather than barbarians running around, you have a bunch of ponies making friends with each other. (They do have a different game for that if you want but we’re not talking about that one here) The point is to have fun and tell a story. What stories do your kids love? Those are the stories they will be into. It can be a show they watch, a book they read, or something completely original that you make up based on thoughts in your own head.
The next part of the intro goes into a long description of the surroundings followed by comments made by players about what they want their characters to do. For teens and adults it’s a great description and works well to demonstrate how DM’s and players can go about playing. For kids, it’s way too much description.
Unless you have kids who are really into fine details, describing the location should be relatively brief. You want to point out any important points, especially things where their characters might do something. The clue in this is the player comments. One player wants to look at the gargoyles. The other one is trying to check out the drawbridge. As a dungeon master you probably already know the gargoyles could be more than statues waiting to attack, or whether or not the drawbridge is a trap. If you run D&D with kids and you want to describe a castle that has gargoyles and a bridge that their characters should check out, I would do it like this. “You come up on a big castle. It has a rickety old drawbridge and some creepy looking statues that look like gargoyles. What do you want to do?” That’s going to keep from overloading them with unnecessary detail while also highlighting the things they might have their characters do. And for kids, sometimes they will need more of an A or B option than the open ended what do you do? In this case you might even suggest that some things they could do are, get a closer look at the statues or the bridge. When you start out, I would go with minimalist descriptions. but if your kids get into it, you can definitely make it more as time goes by. Just test it out a bit and see what works for them.
The next part of the intro has the player characters making checks with the dice. Do give your kids the chance to role the dice often. They will likely enjoy the feel and action of rolling, but don’t make it the main focus of the game. The point is the story, so if it’s something that their character can even reasonably do, just let it work. We’ll get more into when and when not to roll dice later in this series of blog posts but my rule of thumb is, if the kid is getting kind of fidgety and could use the distraction of a dice roll, call for one. If not, keep the story going as much as possible, as long as they are contributing.
The next part of the intro talks about the difference between a player and a Dungeon Master. Other than the cool title, the main thing to know is that the DM is the describer of the situation and the decider of the rules. And that’s pretty much it. The players get to be the heroes, you get to provide the world in which they are heroes.
They go on to describe a campaign. I think the easiest comparison is in a television series. An episode of a television series would be a session of game play. That is, it’s a short bit of the story. The campaign is the entire season. And just like some shows can have more than one season, some campaigns can go on longer than others. For now. you don’t need to have a full campaign figured out. What you’ll need most in the coming weeks is a good amount of material for a session. But not yet. For right now, you just need to know the difference between the campaign and the session. So again, one session is an episode and a campaign is a season.
The next thing I want to highlight in this section is vitally important to having a good understanding of the game. “There’s no winning and losing in the Dungeons & Dragons game– at least not the way those terms are usually understood.” Okay so a few things here. Kids can get really black and white and will want to know if they, “won” almost every session. If they had fun, they won. If you had fun, and they had fun, everyone won. Yes, they can win a combat or defeat the big boss of the campaign and they might think of that as winning. If they do, that’s fine. But it’s not like Monopoly. This is cooperative storytelling, not a winner takes all game. If they lose a combat, they can also take that poorly. In that instance you will want to remind the kids that there is no real, “winning” or “losing”. You can even point them to the rule book and show them that is exactly what is printed on the page. This is one of my absolute favorite things about this game. It’s not about beating someone else, it’s about imagining yourself doing incredible things, along with a bunch of other people also imagining themselves do incredible things.
One note I have here about the section on winning and losing. It says that some characters might come to a grisly end and that maybe the rest of the adventurers can revive that character or the player can change to a new one. With kids? Don’t do that. Don’t kill their characters. If they want to change characters, that is totally fine, just figure out a way to incorporate the new character but if you take nothing else from this post, just never, ever, kill a kid’s character. It’s devastating to them. Just don’t tell them that you will never kill their character.
Worlds of Adventure
This section is cool to read but there is really only one key ingredient you need to pull out of it when playing with kids. “The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse… Within this multiverse are an endless variety of worlds.” Did you catch that? You can literally set your D&D world anywhere. Want it to be a fictional place where there is a weakling prince who rides a big cat and transforms himself into a powerful warrior by saying some magic words? You got it. Want your world to take place where there are glittery vampires who are obsessed with one average high school student because of the way she smells? No problem. (I might not recommend that one for kids but whatever floats your boat) Want to set your world where it’s the future and there is a robotic boy hero that flies around a modern city, helping citizens? There is plenty of room for you to do that. Now, you might need to change some of the “monsters” that are available in the simple rules, but you are completely allowed to do that. This really is why I think D&D is an awesome game for kids. There’s not a lot of limitation imposed on it.
Now if you are overwhelmed and you feel like, there is no way you can make all these adjustments and come up with your own world, don’t worry. Also, if you are thinking, but I love the classic D&D stuff, I want my kid to fight a dragon and go in a dungeon, also don’t worry. There are modules put out by Wizards of the Coast that you can use that make it pretty easy to have a story to tell with your kids. You might still need to make some adjustments but you don’t have to start from scratch.
The next part of this section just tells you how to use the rule book so I am not going to go over that. We’ll go through section by section until we have made it through all of them.
How to Play
This section has a lot of good information in it and sums things up nicely. However, it can be a little daunting for someone who has never played before, kids included. I’m going to pull out what I think is important here.
The first part that is really useful is the description of the pattern that is used in game play.
They list it like this.
The DM describes the environment
The players describe what they want to do
The DM narrates the results of the adventurers’ actions
They don’t add lather, rinse, repeat but they might as well have. That’s actually a really good summary of how games should go. Tell the kids where they are. Let them tell you what they want to do. Decide if they can do it. If it’s a maybe, have them roll dice. Decide if the dice rolled high enough for it to happen or not. Narrate what happens. Do it over again.
I don’t have a lot to add here because they pretty much nailed it on the first try, whether you play with kids, adults or someone in between.
They next go over the dice. I did that before so I am just going to say, if you need some dice, check out Dice Envy. They make really good dice.
Next they talk about rolling dice and adding modifiers. This may or may not work for your kid. I’ll get into how I do it later on, but if your kid can’t do addition and subtraction, can’t count past 10 or are very math averse, adding up bonuses, modifiers and penalties can be a real chore and feel like homework. This is a section you may want to minimize as much as possible, and you can still make the game work without a lot of that stuff. As you kid learns more math and understands more of the game, you can add this stuff in.
Here is their description in brief.
Roll the die and add a modifier
Apply circumstantial bonuses and penalties
Compare the results to a target number
In terms of younger kids, you are going to roll the dice, not worry about modifiers, apply bonuses and penalties but as a DM you should be doing that, and compare the results to a target number. That target number is generally going to be what tells you if the player fails or succeeds.
The whole point is to figure out if the player does the thing they are trying to do. So, I feel like the third step here is what is really important, and why we can get away with fewer modifiers.
They then get into Difficulty Class and Armor Class but we’ll talk about those further along the rules. It’s just a way to figure out how tough something to do is.
Advantage and Disadvantage are the next topics. I think this system is great, and really good for kids. Basically, there are some situations where you will have the players roll twice instead of once. If they have advantage, they get to pick the higher number. If they have disadvantage, they have to choose the lower number. It’s also a great way to reinforce counting. This calls for doing it with a D20 but if your kid can only count to 10, I have a really easy solution. Use a D10 instead. They still have the 50/50 shot of succeeding most of the time, although I know, the D20 changes the probability mathematically (depending on the situation), but we’re talking about younger kids here. They just need to know if what they tried to do worked or failed.
The rest of this section leaves you with two rules that you really should know, even if they don’t make total sense right now. Firstly, specific rules beat general rules. I can give you an example here. Generally, players cannot fly. Specifically, if a player has a magic spell that says they can fly, that character can fly, even though others can’t.
The last rule in this section is Round Down. This is pretty straight forward but it comes up more often than you might think. If at any time, you are dividing a number and you come up with a fraction, round down, even if the fraction is greater than one half. It takes some getting used to but if you see a fraction, just round down.
Adventures
This section starts off by talking more about the whole idea of heroes adventuring in a shared story, like those in a television series as mentioned above. They talk about longer and shorter adventures. One rule I have for kids is this, the adventures are short, the heroes are long. That is you can use the same characters as many times as the kids want but keep your session short. Less is more.
Then they talk about the three pillars of adventure.
Exploration
Social Interaction
Combat
Exploration can be really fun for kids but it can get tedious because it sometimes takes a lot of time and description. Like I said above, keep the descriptions brief and expand as needed.
Social Interaction can be really fun. It’s where you get to act as the characters that the kids are talking to. If you are able to ham it up, and be goofy, your kids will loooove this. If you don’t feel like you can do this and it’s embarrassing , that’s okay, every Dungeon Master has felt that way at one time, Matt Mercer included. It’s not strictly necessary for you to ham it up and be silly, but try it and you might find yourself getting really into it.
Combat can be tricky. You need to know what your kid is comfortable with. Some kids are just going to want smash, slash and destroy stuff. If you and your kid are okay with that, no problem go for it. If you need to tone it down, that’s something you will have to work on. There are tricks for this and I’ll get into it when we get to the combat section of the rules. But for now, just know that if you are pretty sure that your kid (or anyone who might be listening in on your session while you are playing) would be horrified to hear that he just chopped off a creature’s head and threw it’s agonized body down a well, don’t describe that. You can always make it more later as they get older.
Combat also has the most rules around it (maybe with the exception of magic) so it’s something you probably are going to need to simplify both for kids and to make yourself a little more sane.
The next section talks about Magic. This is a subject that’s a little too broad to get into here but suffice to say, there are special rules for magic and as the Dungeon Master, what you are going to need to know is what the spell should do. Most of the time the name of the spell gives a clue but not always, so we’ll go over in more depth later. And yes, your magic might actually be, the arc reactor blast that comes out of a super suited chest plate instead of what is written in the rules, but you can still use the same idea of the spells.
Well, I hope you enjoyed this post and found something or other of value out of it. I’m really excited about the next post I am going to be doing because we are going to make some characters and this is finally, finally, a step where the kids can participate!
Introductorily yours,
Slick Dungeon
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Hi everyone. Right now there a lot of families stuck at home looking for something to do. You can play Monopoly for the millionth time, you can watch television, you can read but it’s all getting rather routine. So what’s something you can do instead? It’s an excellent time to try some kid appropriate Role Playing Games. I have listed below several that I think are great fun and great for kids.
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Hero Kids Fantasy RPG
This is a fantasy based RPG that only uses two 6 sided dice. It has simple mechanics and has heroes for both boys and girls to play. It only takes about 30-60 minutes to play so kids are not too likely to get bored. The ages are for 4-10 year olds so if you have young kids, this is a great way to get them introduced to fantasy role playing. And this includes a pre-written adventure called Basement O Rats (I love that title) to get you started right away.
All you need is the PDF version and a set of six sided dice to play. For the PDF it’s $5.99 but if you want to get the whole thing, PDF, Soft cover and Black and White book it’s discounted right now at $11.99. It’s a great investment if you have young kids.
Amazing Tales, Complete Kid’s RPG
The neat thing about this game is that if you purchase it, it comes with four sample settings to place your games in. This doesn’t come with a complete pre-written adventure though, so although it has a lot of great stuff in it, you will have to make up a story for it to work. It’s easy to learn, but requires a little bit of pre-planning before you jump right into it with your kids, so read through first. They give you story seeds to get the idea going and you can just take it from there. It’s pretty imaginative so young kids tend to like this one a lot.
Again for this all you need is one 6 sided die and the PDF. However, they do recommend using a set with one 6 sided die, one 8 sided die, one 10 sided die and one 12 sided die for the best play. You can get the PDF for $5.95. The full set is a bit more expensive at $26.45 so I would recommend getting the PDF first and see how your kids like it before you go all out on the full set.
Maze Rats
I almost want to say this one is more for parents than kids, but kids will like this too. It’s a little more complicated than the above options though, so I would say in the 9 or older range. It’s basically a condensed version of an older set of D&D rules but very easy to read through and follow along, with a bunch of great tables to roll on for characters, magic etc. This is just the rule set though, so it does not contain an adventure to play. You will need to use the rules here to make one up or buy one of the adventures for it.
This only comes in PDF from and is priced at $2.99, so buying and adventure to go with it is not too much of a blow to the wallet.
The Alchemist’s Repose
I couldn’t leave you hanging on Maze Rats when there is a really good, easy to use one page dungeon you can get to go along with it. Plus it has fungal elves, programmable robotic guardians and alchemy gone awry. Kids love that kind of stuff. (And so do I). It’s really accessible and quick to figure out, although there are lots of problems to solve and you don’t necessarily have to just do endless combat. Although that’s fun too!
This one only runs you $1.50 so definitely worth the price of admission.
Beyond the Walland Other Adventures
The great part of this one is that you basically roll on tables to create the characters and to make up the scenario of the adventure, so there is virtually no prep work. Although, like with any game system, I definitely recommend reading it before playing with your kids. There’s a ton of supplemental stuff you can get for this game if it turns out you love it but you just need the basics and a set of gaming dice to get going on this one. Again, this is probably for kids who are at least 9 or so since there is a bit of reading required here. It’s good for older kids and adults too though, so it will last you a good long time.
This one is on the pricier side of this list but totally worth it at $7.99 This one is a zip file rather than just one PDF though, so make sure you have a way to open it before spending the money.
Deadball: Baseball with Dice
My Grandfather used to call any time with no sports on, “the void”. He was a huge baseball fan. Deadball is going to be great for any kids who love baseball and are totally bummed out by the fact that there is no spring training going on right now. Obviously, you need to know a few things about baseball for this to be any fun. If you understand basic stats like batting average and ERA. If you are a baseball fan, that’s no problem but even if you are not, you can still play this game by reading through the rules. And the rules allow you to be any team in history, made up of any players you want. Or you can roll for your own team to make this work. It does require a set of RPG dice and it has basic and more advanced rules, depending on how you want to play.
The suggested price for this is $10.00 but it is a pay what you want so you can get it for less or more. Personally, I think it’s worth the $10 but only if you are a baseball fan.
If you want to get any of these, just click on the images above. or if you want to search for your own, click on the banner below.
If you try any of these games out, I’d love to know how they went. Have any other favorites I should know about? Let me know in the comments!
Hello again, it’s me your friendly Dungeon Master, Slick Dungeon. Today I want to talk to you about how to prepare yourself to DM with kids. Don’t know what a Dungeon Master is? No idea how to play this with kids? Not to worry, I have some tips and advice for you.
A couple things before we get started. These posts will be for the fifth edition of Dungeons & Dragons. If you are new to the game that might not mean much to you but it’s important to know that there are different editions and that they have different rule sets. Fifth edition is especially flexible for kids because you can be a total beginner and pick it up pretty quickly. Most of the emphasis is on the narrative rather than number crunching so it’s better for kids in my opinion. Also, it’s the current edition that is out everywhere and is super popular with the masses right now.
First. let me start by saying that if you already know how to play Dungeons & Dragons and have been DMing for years, bear with me, this is going to look pretty familiar. However, I may have some tips for doing this with kids that you haven’t considered so it might be worth a read anyway. I am going to give you a few steps on how to prepare yourself. This will take some effort on your part but you can do it.
Know what Dungeons & Dragons is and is not
Dungeons & Dragons, aka DnD is a tabletop role playing game. It’s a shared narrative story where one person, the Dungeon Master, narrates the circumstances and referees how the game plays out based on a set of rules. It’s not a video game. It’s not story time (it’s a shared story where everyone participates). It’s not something every kid is going to want to do either. My first and most important bit of advice is this, never make a kid play Dungeons & Dragons if they don’t want to.
There are some adults out there who love role playing, or just want their kids to get in on this fad that all their other friends are playing. While I think most kids will love this game, given the opportunity to play it, if they are forced to when they don’t want to, they are going to walk away in frustration and no one is happy. And this is important, this includes in the middle of a session.
Nothing will frustrate a kid more than when they get bored with something and an adult forces them to carry on anyway. By that point you have lost them. And then you, as the adult are also frustrated and want to give the whole thing up, thinking that this kid is never going to be into this. That might be true. But you might just need to wait a few years after you blow it to try again. My advice? Less is more with kids. Leave them wanting a little more if you can, but don’t get upset if they decide they are done for now. Don’t take it personally and just give it some time.
Most of us who play Role Playing games understand what is called, “The Social Contract.” This is basically an agreement that everyone who is at the table to play is there because they want to be there. And that they will participate and, you know, not be jerks while playing. This is pretty easy for teens and adults to understand and if someone violates the social contract, everyone at the table knows it. With kids, especially young kids, this is different. I’ll go over how to set a social contract with kids in a later post but for now, remember this, if it doesn’t go great the first time, or the kid gets bored and leaves, you still have a good shot at bringing them back for more. If you force a kid to stay when they are over it, you are done and good luck getting that kid to come back again.
Know who does what at the table
Experienced Dungeon Masters, you know how this goes. For all you noobs out there, the people at the table are pretty straight forward. The Dungeon Master leads the game, knows the basic outline of the story and makes judgement calls based on what the characters are doing. The DM also controls the Non-player Characters (NPCs). Basically anyone the players meet that are not each other.
The rest of the people at the table are Player Characters. They get to invent and pretend to be the heroes of the story. Most kids are going to enjoy this role waaaay more than being a Dungeon Master. That’s not to say that there are not great kid DM’s out there, it’s just that most kids want to be in the action, doing the thing, rather than be the one looking up rules.
If a kid really wants to be the Dungeon Master, you might consider doing a short session with them where you basically DM together. Let them roll the dice, let them make some decisions but you are the one driving the story. If they love doing that and want to take over more from there, just help them along the way, depending on the age of the kid. The older the kid, the more likely they can handle actually being the Dungeon Master. Personally, I would say for the most part until kids are around 12, let them be the players.
Know the dice
Okay, really experienced game players are going to think this one is silly but we all had to learn this at some point. I am going to go over the dice, pictures and all just so you know what they are. You may or may not use all these dice depending on two things. 1. The age of the kid and how high they can count. and 2. What their characters are. You as the DM will probably use most of the dice at some point but there’s a couple that really are more important than others. I am going to show you the dice, lowest to highest. Basically, in the rules you will read that a situation calls for something like 2D6 + 2. What that means is that they want you to take two six sided dice, (you know like in Monopoly) and roll them. Then take the total and add 2 to it. But, kids don’t necessarily know which die is which. So here it is in pictures. Also, just a tip so pro-gamers don’t jump down your throat, the singular of dice is die. So if you are rolling 1D4, you are rolling a die, not a dice. People will call you out if you say it wrong, so teach your kids early.
D4
Top Read D4Bottom Read D4
The above are D4’s. They are four sided dice shaped like pyramids. The tricky part about these is you can have either top read or bottom read D4’s. I gave you an example of each. Do you need to know which is which? Not really. Here’s what you need to know, can you read the number as it would be printed on a page? If so, that’s your result. This die is usually used to determine damage for the smallest weapons in the game.
D6
The D6 hardly needs an introduction. You’ve used this kind of die before in almost any normal board game that uses dice. This one is used for determining damage done by spells and weapons.
D8
The D8 can be read by seeing what number lies flat on the top. Kids will mistake this sometimes for the D4 or the D10. This die is used for determining damage, depending on the kind of weapon or spell involved.
D10
Again you read this die by seeing what number lands flat on the top. Depending on how good your kid is at counting, this might be your big die to use most often. Experienced gamers will use the D20 as the most commonly rolled die BUT if you kid can’t count that high, stop here. I’ll show you how to adjust your game to use nothing higher than a D10 in a future post. In most games this will determine damage done from specific weapons. But if your kid still needs to learn to do some counting, this is also going to operate along the lines of what the D20 die does.
D12
The D12 is mostly used for battle damage. Any barbarian in the game will LOVE this die because they use it all the time. Like the others you read it by seeing which number lands flat face up.
D20
The D20 is any table top role players favorite and most hated die. Why? Everything good or bad in the game comes down to how well this sucker rolls. Again you know what the result is by seeing the number that is flat on the top. This determines everything from who goes first in combat, if you can succeed dodging a falling rock, to dealing damage to a sworn foe. It can sometimes be used in mundane situations too, like finding out how many potions a merchant has on stock to buy. It’s the essential die in the game and it does help if your kid can count to 20. If not, we can still use the D10 for that but it’s going to take some adjustment.
Percentile Dice
Percentile dice are sometimes called for in the rules. You don’t have to have ones like the ones pictured above. In the ones above there is one, the one that has two digit figures on it that you use for the tens spot and one that only has single digits that you use for the ones spot. You can use two D10s instead as long as you know which one is going to be for the tens spot and which one for the ones spot, and don’t change them. Most often, I see these rolled on a table in preparation for the game rather than during a game but some instances can come up where you need them. To roll a 100 on these, all the numbers need to show up as 0. So if you have the kind like pictured above, it would read 00, 0 and if you use two D10s it will show 0, 0.
Know the rules
I’ve told you my first rule, don’t force a kid to play when they don’t want to. I’ve told you who is who at the table. I’ve shown you what the dice are. Now it’s time for you to do some work. You are going to have to learn some rules. But wait, those books are big! And expensive! I don’t know if I want to invest in all that before I play with my kids. To that I say, you are right, and no problem, you don’t have to buy the books. There are free online resources you can use. I am going to link them for you right here in this post. We’ll be starting with the simple rules, rather than the three core books. If you want the three core books, Dungeon Master’s Guide, The Player Handbook and The Monster Manual, more power to you. I love those books but if you are starting play with kids, simpler is better.
I expect that after you see the simplified rules you are still going to say, but Slick, that is a lot of reading! Well, yes it is. You are not wrong about that. My plan for this blog is to go through the simple rules with you to help pull out the key elements to allow you to play Dungeons & Dragons with kids. Not everything in these rules is necessary for kids (or even adults) and they can be adjusted. The rules are more of a framework or guideline for how to play rather than everything being set in stone.
When you go to the link to look at the simple rules, if you look around you will see some information about how the game is structured, how you create a character and how to run an adventure. Read as much of that as you can, even if it doesn’t make sense right now or if you think you can’t get a younger kid to understand it. For right now, we are in the prepping stages so the best thing you can do is to inform yourself but don’t tell a kid you are going to start playing tomorrow unless you are really ready to do that. Give yourself some time to absorb the information. Also, not to self promote too hard here but come back to my blog and like I said we will go through the basic rules. I’ll give tips on character creation for kids, how to adapt things so they are more simplified and even point you to some cool stuff that might make your kids more interested in playing.
Come on, Slick enough talk, give us the rules already!
Read those and come back to my next post where we will talk about some good guidelines about setting up a D&D world for kids.
Critically yours,
Slick Dungeon
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P.S. Just gotta have the core books? You can get them here.
In my last post about Role Playing, I argued that parents should play Dungeons & Dragons with their kids. Today I am going to lay out why kids should role play. The posts after that will begin to show you how I role play with kids and some good strategies for preparing yourself to play with them.
What exactly is a Tabletop Role Playing Game?
In case you don’t know, a tabletop role playing game is usually played over a table. There is a Game Master or Dungeon Master who leads the narrative of a story. The rest of the players at the table create and play characters that act within that story. There are different rule sets for different games. Some are definitely easier than others to learn and play. For the purposes of these posts, the game I am going to focus the most on is Dungeons & Dragons. It’s the most popular and commonly known of all of the RPG’s and is extremely flexible, making it perfect for kids of almost any age to play.
Should kids play Dungeons & Dragons (or other tabletop RPGs)?
You can probably guess that my answer to this question is a resounding yes. But don’t worry. I am going to give you some reasons why kids should play this game.
Imagination
Let me start with the obvious. Kids have huge imaginations. If you don’t believe me, ask any kid who is eight or under to tell you a story, any story. They can go on for hours about their favorite TV show characters, things they did on the playground, reasons their little sisters stink, or tell you all about some new species of butterfly they dreamed up. Role playing games let that imagination out.
When you play Dungeons & Dragons the whole point is to tell a story and it’s structured in such a way that kids can just roam free in a massive world in their own heads. They get to be the heroes of the story and feel good about the things they make up. It encourages dreamers and in point of fact, there are not enough dreamers in the world. We need kids to keep their imagination healthy. Dungeons & Dragons is a good, safe way to do this.
Socialization
The next reason kids should play this game has less to do with imagination and more to do with a vital life skill. Socialization. Kids playing this game learn how to socialize with others. That’s true whether they are playing with other kids, adults, or a combination of the two. Unlike a simple game of pretend, there are some rules about when you can do something. This helps kids to learn how to talk to others about what they are doing and be aware of what others are doing. It helps them learn to play cooperatively with other members of their group. And that can still be true, even if you are playing one on one. The Dungeon Master will almost always have at least some characters that the kid playing will need to get along with in order to accomplish a goal. While a game of pretend is extremely healthy for a kids imagination, a game of Dungeons & Dragons is healthy for their imagination and their empathy. That’s another thing we can always use more of in this world.
Problem Solving
Dungeons & Dragons also helps with problem solving skills. The game is set up so that there is almost always more than one way to solve a problem. There might be ten different ways to approach a nasty looking Ogre, from trying to attack it to offering it the hand of friendship in order to get the magic item the kids are looking for. That’s not to mention all the ways in between those extremes. Dungeons & Dragons constantly puts problems in front of kids and says to them, “What do you want to do?” The kids can experiment to see what works. They’ll quickly learn that one way of solving a problem doesn’t work for all problems.
Reading
If your child is of the age where they are starting to read or learning to read, Dungeons & Dragons can be an awesome tool to encourage that. You can have kids who are not able to read or don’t like to read still play Dungeons & Dragons (I’ll talk about how in a future post). But for kids who are able to read at least something, if you can get them invested in your Dungeons & Dragons world, they will want to know more about it. What’s a great way to learn more? Yep. Reading. And there is a vast wealth of reading materials for Dungeons & Dragons. I know you are all probably picturing the huge hardback books with pictures of monsters on the covers. Sure, there are those to read but those books do take a bit of good comprehension to really understand. Thankfully, there are books about Dungeons & Dragons geared toward younger kids. And even if you don’t want to have them read those, you can always give them a simple story about something in the Dungeons & Dragons world you created that they can read. I will go over how to approach some of the reading challenges that come up in later posts but just know that playing D&D absolutely makes kids want to read more. And any time you can do that, it’s a win for everyone.
Math
Okay, here is where a lot of parents get tripped up. They think that Dungeons & Dragons might take pre-calculus level math in order to play well. Why else would there be so many rules, so many oddly shaped dice and so many mentions of numbers any time you see someone playing Dungeons & Dragons? While it’s true that there are numbers involved and there is no way of completely getting around this, if your kid can count to 10, or even better 20, she has enough math skills to play this. And guess what? They will learn a little bit of basic addition and subtraction if they don’t already know it. But what about all those rules and things? How can they play if they don’t know all those? They don’t have to. You need to know some of them for sure, but the kids just need to know how to tell when something good or bad happens in the story. As long as they can count to 10, we can make sure they know.
Fun
To me, this is the most obvious reason to do anything with kids. It’s fun. It’s really fun. Did I mention that this game is fun? Don’t believe me? Give it a try and get back to me. I will admit that not everyone is as nerdy as I can be. Some people are just never, ever going to think it’s cool to pretend to be a wizard who is trying to stop an evil dragon from taking over the world. That’s fine. I’m sure there are other things you find fun. But check with your kids if they want to play this. Give it a shot. You might be highly surprised by the fact that once you start, not only is your kid having fun but so are you. What do you have to lose?
You convinced me, what’s next?
There’s probably a lot of you out there thinking, “But I have no idea what to do to play this game.” Not to worry, your pal Slick has you covered. My next post will be about how to prepare yourself for playing Dungeons & Dragons with kids. I’ll be honest, there is going to be some work involved on your part. You’ll need to put in some effort, but probably not as much as you think. I will point you to some great resources and I have a whole lot of tricks up my sleeve to make your life easier when you play this game with your kids. The point really is to have fun, not make it a headache. For a lot of the stuff I am going to write about, I’ve already had the headaches but I think I can keep you from experiencing the same. See you next time!