It has been too long since I’ve written a Tales of Swords & Wizardry about my regular game. Swords & Wizardry is “retro-clone” of the original edition of D&D.  It’s the only long term RPG campaign I’m currently playing in.  We play every other week and have been going strong since October of last year.  Unfortunately I had to miss two sessions recently, but got to play last week.  We have another session tonight due to the holiday.

I have a really great time playing.   Our group has really seemed to hit a groove.  Everyone has gotten more comfortable with role playing.  A good chunk of the last session was pure role playing and was a blast. Even when my character was not active in the scene, it was hilarious to sit back and watch the others.  Our DM did a great job of having our group confront some our past sins which led to some great story and role play moments.  Really a good time.  For a full write up of our past sessions, check out Paul’s (our DM) website, The Warlock’s Home Brew.  He also has created some great S&W gaming aides and even his own adventure modules, so check out his site.

The last post I wrote on this subject involved the death of my PC, the cleric Arvin Ardmore.  Since then, I’ve rolled up a new character, the Druid Gnarly Blunderbrush.  It’s been fun playing a different character and class who has a different role in the party.  Unfortunately, it’s left our group without a cleric, which due to our group’s penchant for getting, has been a little bit of a problem.  In a couple of levels, Gnarly can cast a healing spell, so that will help a little.

The number of players at the table has grown from five when we started to seven players.  I have played several games of 4th Edition D&D and seven players in that system is really too much due to the nature of combat. Combat just grinds to a halt with that many.  With S&W, it’s not really a problem, since it’s such a rules-lite system and combat is quick and furious.  Seven players has certainly added to the chaos, but it in a good way.  I can tell Paul has to work a little harder bring some order to the table and he does it well.  Seven players has resulted in raucous, slightly chaotic game sessions where we still manage to move the story forward significantly and have an absolute blast while playing.

I honestly think part of it is the game system.  We wouldn’t be having the same experience if were playing 4th ed or 3.x ed.  S&W has allowed us to have a very wild and woolly campaign that doesn’t get bogged down in the rules or combat.  Now don’t get me wrong.  I love 4th edition, but it provides a very different experience from S&W and old school D&D.

Can’t wait to dive back into the fray with our bumbling, debaucherous, slightly crazy adventuring group.

First of all, welcome to the hobby.  It’s a very fun, very rewarding hobby that provides great opportunities to be creative and meet people who share your interests.

One thing I’ve noticed while searching online is that there isn’t a good guide to getting started with Dungeons & Dragons (and the wider world of pen and paper RPGs).  Most of the ones I’ve seen are so basic that they are less useful than the Wikipedia article for D&D.  I’m going to assume you’ve already read the wiki and done some basic research online.  This guide will hopefully help new gamers get beyond the basics and up to speed with the hobby.

- The Wide, Wide World of Pen & Paper RPGs -

While Dungeons & Dragons is the biggest and most well known pen and paper Role Playing Game (RPG), there are many, many others out there.  D&D is really the tip of the iceberg; a gateway to the wider world of PnP RPGs.  There are other RPGs that, like D&D, have a fantasy setting.  There are also RPGs for about every genre you could think of: Super Heroes, Sci-Fi, Horror, Cyberpunk, even Mice with Swords.  If you can think of a genre, especially a geeky one, someone has written an RPG for it.

In my opinion D&D is the best RPG to get started with the hobby, but I encourage you to check out the wider world of RPGs once you are more settled in.

- Edition Clarification -

The current version of D&D is 4th Edition.  It’s called 4th edition, but there are more than four versions of D&D when you count the various updates, spin offs, and clones.  Each edition of D&D has a different rule set (and rule books) from the next, sometimes so different that they are very different games.   They get confusing pretty fast.

If you are just starting out in the hobby, I believe 4th edition is the way to go.  The books are in print.  All the other official versions of D&D are out of print and not as readily available.  The rules are well laid out in the books and internally very consistent.  It’s fairly obvious the game was designed with new players in mind.  There are great tools like the character builder that make the learning curve less steep and make it easier to buy fewer books.  The simplified rules make it easier to Dungeon Master the game.

Fair warning, if you ask three different gamers which is the best version of D&D you’ll likely get four different answers.  The change over from the last edition of D&D (edition 3.5) and 4th edition has sparked a particularly vigorous debate, commonly known as the edition wars.  Like any other geeky debate on the internet, people have strong opinions about it.  I’m sure  a lot of other gamers would disagree with me that  you should start with 4th edition.

One more note on editions: while 4th edition is great for new players and new dungeon masters, if you are being invited into an existing group with experienced gamers, go with whatever edition or game system they are playing.  They’ll be able to teach you what you need to know to get started.  I find that my enjoyment comes more from the people around the table than from whatever edition of D&D (or RPG system) I play.

- What You Need -

Free Stuff
At first you don’t need to spend much money.  There are many D&D resources available for free from Wizards of the Coast (publisher of D&D):

  • D&D Character Builder – Free demo allows you to create level 1 – 3 characters.  This is one of the main reasons I like 4th Ed.  It lets you focus on what kind of character you want to build instead of the math.  Also, it gives you access to information from nearly all the character books.  You have to buy a D&D Insider subscription for the full version which gives you access to other tools and online magazines.
  • Download the D&D Test Drive – Here you can download quick start rules and two full adventures for free.  This test drive is all you need to get familiar with the rules and try things out if you don’t want to commit any money.

Dice
One thing you should really buy before you start playing is a set of dice.  While RPG gamers are friendly and will share dice if you don’t have any, it is better to have you own.  Dice are designated by the number sides they have.  A six-sided die (the most common die type that pretty much every board game uses) is called a D6.  A 10 sided die is a D10, and so on.

A complete set consists of a D4, a D6, a D8, 2 D10′s, a D12, and a D20.  That is all you need to get started, but once you are hooked, you end up with a lot more.

Books
While you can get away with not buying a single book by using the resources I linked to above, eventually you are going to want to get a few books:

  • Player’s Handbook (PHB): This is the only book that a player needs to get started with D&D.  It lays out how the general structure of the game works, how to create a character, background stories for the races, and the combat rules.  There is a PHB 2 and a PHB 3, but those just layout new character options and do not change the core rules defined in the first PHB. If you can find this in a store, it’s a good deal if you do want PHB and PHB 2.
  • Dungeon Master’s Guide (DMG): This is only necessary if you plan to run a game for other people as a Dungeon Master (DM).  It gives you rules, advice, and resources to DM a game.
  • Monster Manual (MM): This is also only necessary if you plan to DM a game at some point.  This book is just a list of monsters that the DM throws up against the players.

And those are the only books you really need to get started.  There are many other books, some for players, some for DMs, but this all you need to get started.  The PHB, DMG, and MM are considered the “core” rule books and most who people play have one or all of these books.  For a cheaper alternative to get all three, get this Core Rulebook Gift Set.

A new Dungeons & Dragons Essentials line is coming out this fall.  One of the products is a boxed Starter Set.  This may be a great place to start once it comes out.

Miniatures

For the most part in D&D, combat takes place on a 1″ grid with miniatures or some other type of marker used to represent players and monsters.  4th edition is especially reliant on miniatures and a grid.  You don’t have to buy a miniature to get started.  Some things people use instead of miniatures include cardboard tokens, chess pieces, LEGO figures, and coins.  If you are going to a public game, it’s easy to borrow a miniature from another player as many people have extra.  If you do want to get your own minis, Wizards of the Coast has a line of Player’s Handbook minis. Your local game store will have minis.  Ebay is also a good place to look as well as sites like www.miniaturemarket.com.

Battle Grid

If you want to DM a game yourself, you’ll need a 1″ grid for combat.  There are many options for combat grids:  Dungeon Tiles put out by WOTC, pricey, not versatile, but very pretty; Chessex vinyl Battlemat, moderately priced, very versatile, very sturdy; Gamemastery Flip-Mat: cheap, very versatile, not as sturdy; Gaming Paper: very cheap, very versatile, disposable.

- Finding a Game -

Finding a game can be a difficult task, especially a long running game with players and a DM that fit your gaming style.  But, you do have a lot of options to get started and to find pickup games that can lead to a longer running game.

  • Meetup.com: Search for RPG or D&D.  This is how I got started playing RPGs.  Meetup is a great way to find other gamers and events that are friendly to new gamers.
  • Friendly Local Game Store (FLGS): Your local game store is another great place to look.  Many have calendars with events, many of them open to anyone.  Talk to the store clerk.  They can let you know what events are good for new players.
  • Attend an official D&D event: There are many events like Living Forgotten RealmsD&D Encounters, and Worldwide D&D Day that occur at local game stores and are designed  for anyone to jump into a game without any commitment. They are very new player friendly.  LFR and Encounters run weekly.  You have many opportunities to try out D&D with no commitment.
- Online Resources -

There are many online resources available to dive deeper into the hobby and get your questions answered.

Podcasts

There are quite a few RPG podcasts out there.  They are great place to get discussion on the latest news.  Most importantly for a new player, there are podcasts that are recordings of actual game sessions.  These give you a good idea of how an actual game session works before you dive in and actually play.  Here some notable podcasts:

  • The Penny Arcade/PvP/Wil Wheaton podcasts (Series 1 and 2, Series 3 ep 1): Wizards of the Coast invited geek celebrities Mike Krahulik & Jerry Holkins of online comic Penny Arcade, Scott Kurtz of online comic PvP, and Wil Wheaton of Star Trek fame to play D&D.  What resulted were three hilarious sessions of D&D.  They are entertaining and very informative for a new player since one of the players is new to D&D.  Series 4 has been recorded and should be out soon.
  • Robot Chicken podcasts: After of success of the Penny Arcade podcasts, WOTC invited the writers of the show Robot Chicken to play D&D.  This time they recorded video.  Several of the players are new to D&D, so it’s also a good learning opportunity.

Forums

There are many active RPG forums that are great place to ask questions and start to become a part of the community.  Here are a few that I have found useful:

  • The official Dungeons & Dragons forums: great resource for D&D
  • EN World: a popular RPG forum with an emphasis on 4th Ed D&D, but has discussion on many other RPGs
  • RPG.net: active forum with lots of 4th Ed discussion as well as other RPGs

Blogs

There are many, many D&D and general RPG blogs out there.  Check out my blogroll for a few that I frequent.

- Go Forth and Game ! -

Hopefully this guide has been helpful to you.  Once you are hooked (as I know you will be), come back and tell me about your experiences.

I will try to keep this guide up to date with regular updates as links change and new products become available.

My time to write has been pretty limited lately.  With a wife, a toddler, a newborn and a full-time job, there isn’t much room for writing these days.  This week though has been a pretty decent gaming week for me.

  • My week started out with a major geek out when Wil Wheaton posted my comment on the front page of his blog! Wil is doing another Dungeon Delve at the Emerald City Comic Con and wrote a post about it on his blog.  I wrote in the comments that I played in on of his Dungeon Delves.  I wrote about the experience in a blog post: I survived Wil Wheaton’s Dungeon Delve of Doom which I also mentioned in the comment.  He then proceeds to update his blog post with my comment.  Very exciting.  A fun little geeky treat for me.
  • I went to Living Forgotten Realms again Thursday at Hat’s Games here in Tucson.  I had a good time.  But, LFR seems to exacerbate some of the problems of D&D 4th Edition.  Namely, role playing gets a short shrift.  Roll playing is the emphasis.  Which, I don’t mind so much.  I find 4th edition combat a compelling game in and of itself and I want to get a better grasp of the rules.  But, I like a healthy dose of story, character, and plot, too.  Still, it was fun and hope to make it out again soon.  Also,  LFR got a new gamer hooked on the hobby.  Someone came in who had never played a pen and paper game and, well, I let his words speak for themselves: “me thinks we hath created a monster.”  Despite 4th edition’s faults, it is very friendly to new players.
  • Yesterday, I went to the Arizona Renaissance Festival.  I  guess renaissance festivals could be considered the world’s most popular and mainstream LARPs.  I got my little girl a pink sword and a fairy outfit and I had steak on a stake.  Ren Faire was a success.  I’m actually thinking of going in costume next year.  Somebody help me.
  • Tomorrow is the next session in my regular Swords and Wizardry group.  It will be the first time in quite a while that we will have all the players there.  We just took out some goblins and need to learn what happened to the Tomb of the Iron God.  I’ll have to write some more about it soon.

I’m looking forward to PHB3 day this week and I’ll hopefully be playing the first of new D&D Encounters program that Wizards of the Coast is kicking off.  If time permits I’ll be writing all this up.

At my regular Swords & Wizardry game, I experienced for the first time what many other gamers have already experienced: the death of my PC.  Arvin Ardmore was a cleric; an acolyte of Mithra.  An heroic lad who managed to pull the group out of some tough situations.  He went down in a blaze of glory.  After setting fire to the one of the escaping bad guys’ boats, he fell after two powerful blows from the treacherous villain.

Several of the PCs in our group of adventurers have been close to death already including my own.  As I’ve written about before, S&W characters are fragile with few hit points.  There are no saving throws against death or healing surges. (4th edition characters aren’t immune to death, as evidenced here, but they are much harder to kill.)  But, it never seemed like any of our characters would die.  Somehow providence would protect us.  It was bound to happen sooner or later.  Our group is bumbling and reckless to the point of high comedy.  It’s a source of great amusement at our table.

It’s actually funny because you do become attached to these characters.  I’m investing a lot imagination in this character and that inevitably brings about a little bit of emotional investment as well.  I’m not saddened by any means, because I was having great fun during the game, I was playing it out true to how the character would enter the situation, and he is just a freaking character in a game where we pretend to kill goblins and cast spells after all.  But, there is a certain feeling of loss nonetheless.  You could definitely feel the impact around the game table after the realization sunk in.

I like sense of danger this adds to the game.  Our group now all knows that an ill fated roll can wipe out a character.  It adds a sense of excitement and raises the stakes for the group.  I’m sure it will lead to a lot of dark comedy because our group plays most things for laughs.

Of course, it’s not just an end, but a beginning as well.  I’m going to roll up a new character before the next session.  Which will be fun, because I get to explore creating a new character.  There is the possibility that Arvin could come back in some way.  I can put the new character I create on the back burner if he does.  If Arvin does come back, he will come back changed.  So, either way I’ll get to change things up.

All in all great fun and high drama.  Can’t wait until next session.

Fare thee well Cleric Arvin Ardmore.  May Mithra guide thee to thy rest.

That is unless you’re resurrected by some arcane ritual.  In that case,  sit tight buddy.

Tales of Swords & Wizardry is series of posts I’m doing about my bi-weekly game of Swords & Wizardry.  This is the second post in the series.  Here is the first.

One realization I had while playing in my bi-weekly game of Swords & Wizardry (a retro-clone of OD&D) is the entertainment value of character incompetence in an RPG.  In the 3.5 campaign I played in, I started with a level 10 rogue who had a devastating sneak attack and was well equipped.  Level 1 characters in 4th edition start out very competent with powers and healing surges.  So, it wasn’t until playing S&W that I played a character that was not entirely competent.

Bush Door

I’m playing a cleric, Arvin Ardmore.  I don’t have the character sheet in front of me, but I ended up rolling pretty well for stats and gold.  So, he is armored pretty well and can hit moderately well.  But, he misses a lot.  Also, level 1 characters in S&W are fragile things.  He can survive maybe two solid hits before going down.  He has been near death twice so far.  Clerics don’t get spells until level 2.  So, he can’t even fill the cleric’s traditional role of healer, yet.  And Arvin is one of the more competent members of the party.

You’d think that would be annoying.  Before playing in this game, I would have thought it would be frustrating to play a character that can’t do much and could die at the drop of a hat.  Or that it would be frustrating to be in a group where the rest of the characters are as incompetent as yours or more so.

But, as it turns out it, it’s actually pretty fun.  Some of the best moments at our table have grown out of our characters’ utter failure.  One of the best moments during our campaign was an ill fated battle with some giant spiders.  Slick Vinny, our wizard, managed to roll not one, not two, but three 1′s in a row.  Arvin ended up nearly dead after the wizard rolled the first 1 and accidentally whacked him in the head with a staff.  Arvin and another character ended up poisoned and vomiting from spider bites.  Gedleesmite the dwarf rolled yet another 1 as he was about to attack one of spiders and slipped and fell in vomit.  My DM wrote a great summary of this on his blog if you want to read the gory details.

A very entertaining comedy of errors.  I like the idea of our group as a hapless bunch of adventurers barely scraping by.  Our group often plays things for laughs and our bumbling only heightens that.  There is also a genuine sense of suspense when we are on the verge of utter failure.  Victory is that much sweeter when we actually do accomplish something.

I know have a better understanding of the criticisms of D&D 4th edition with its powerful first level characters.  Without house-ruling “level 0″ characters, 4th edition flatly could not provide this experience.  I understand why the designers went that route though.  Because while I’m having fun with a weak first level character, the experience could get annoying on repetition.  Also, I think one-shot games such as those popular at conventions would be less entertaining with S&W style level 1 characters.  Then, there is the fact that while fragile characters heighten the suspense, they also die more easily which could be frustrating if you’ve invested a lot in your character’s story.

Many of you more experienced gamers are probably well aware of how fun incompetence can be, but it was a nice realization for me.

Ruined Tower of ZenopusRuined Tower of Zenopus (Art by Paul Fini)

My current gaming fix is a bi-weekly home brew campaign using the Swords & Wizardry system. On the Swords & Wizardry website, the system is described thusly:

Swords & Wizardry (TM) is a “retro-clone” of the original version of Gary Gygax’s fantasy roleplaying game, which was published in 1974. In other words, S&W is the “rules” of the original system, reconstructed and re-described . . .

Furthermore it is described as a game where

“light” rules create a framework instead of trying to cover every detail, every rule, and every situation.

The game is organized and run by Paul Fini. He was a player in the my First. Game. Ever. which was a D&D 3.5 edition campaign chronicled in my previous post.  He is chronicling our game in his blog, The Warlock’s Home Brew, if you would like to read about the details of our adventure.  It’s an amusing tale full of bumbling adventurers, severed heads, carousing, crotch-goblins, and much more.  So, check out his blog for the full details.  This post is more about my impressions of the system and experience with the game.sw_small_cover_1

While we were playing in that 3.5 campaign, Paul told me about his interest in old school gaming and invited me to join a campaign he was organizing using Swords & Wizardry.  Now, at the time, I had little idea what old school gaming really was.  Since I’m new to gaming, old school gaming holds no nostalgic value for me.  Also, I quite like the 4th edition rule set with its compelling combats, powers, nifty character builder, and shiny, well organized rule books.  So, while I was eager to play in any game, dive deeper into the hobby and experience a new rule set, playing in a old-school, retro-clone felt a little like a step back to me.  It’s sort like if you just discovered playing video games on an Xbox 360.  Then, your friend invites you over to play some games on his Atari.  That was sort of my feeling about it.  Thankfully, that analogy does not hold out.

Well, the Xbox 360/Atari holds out in some respects.  Swords & Wizardry (and by extension OD&D) doesn’t have all the bells whistles of 4th edition or 3.5.  There are no skills.  There are no powers.  There aren’t any tactical combat rules such as flanking or attacks of opportunity.  Actually, there isn’t a whole lot of “game” there.  The description of it as a framework is quite apt since the light weight rules can conform to whatever experience you want to have.  This is actually quite appealing to a new gamer like me.  When you’re a new gamer, still getting the hang of role playing or figuring out which die to roll when, adding loads of rules and arcane minutiae really can get in the way of the experience.  I’m looking at you D&D 3.5 and 4th edition (although I feel the character builder alleviates some of that in 4th ed).

This has lead to a great experience at the gaming table.  There are six players including me.  Our game has grown into a irreverent, raunchy, mysterious, and slightly wacky adventure that’s been a blast to play.  My sides hurt from laughing so much each session.   Our DM Paul has done an excellent job of helping the game grow organically out of what all the players contribute to it.  He is running a campaign that is very much in the sandbox style of play which I think Swords & Wizardry is extremely well suited for.

While the open-ended, rules-light nature of the system works well for our group, I could imagine that it would not work well for everyone.  In the hands of a bad DM or even an average DM, the game could turn into a mess.  Because much what happens is up to DM “fiat” so to speak.  Also, without a dynamic group like mine, the game wouldn’t work real well either.  Both of these points are true for any system, but since there isn’t much of system to fall back on, I feel S&W would suffer more in those circumstances.

Combat in S&W is a different beast from the other editions I’ve played.  It’s short and very dangerous. Especially, since we’re still at level 1. Also, when we rolled up our characters, we took the rolls as they were. So, we’re certainly not an optimized fighting machine.  The danger and our sometimes crippling ineptitude is actually really fun.  It adds a lot to the atmosphere of the game.

Although, I do like tactical combat with a grid and minis.  And I like the epic fights that 3.5 and 4th edition can provide.  I don’t think S&W could provide that experience.  So, I miss that a little, but the experience that S&W provides doesn’t mesh well with big, epic fights anyway.

That said, I’m glad that we’re using Swords & Wizardry.  Our wacky, laid back, beer & pretzels (literally) game wouldn’t be the same under a different system.  Actually, I feel it might be a little worse off.

That’s all for now.  Since, this is currently my only regular game (a pregnant wife and a one year old only leave so much time for gaming), I’ll be writing more  Tales of Swords & Wizardry in the future.  If you’d like to check out Swords & Wizardry, the core rules PDF is free and available here.  Also while you’re there, check out the Book of Wizardry and Book of the Divine created by my DM Paul Fini.