For the last few years, my wife and I have connected with old friends while on vacation in Cape Cod. The couple has one child, a 12 year old son named Sam. Sam likes board games. Three years ago he introduced me to Hive. Two years ago we all played Settlers of Catan. This past summer he introduced me and my son to Forbidden Island. We talked about war games, and I told him I would send him the pocket edition of Ogre. He seemed enthusiastic. My wife asked if he played D&D, and he remarked that he hadn't, but that he would like to try a game that was so open-ended. Now, introducing someone to D&D isn't like sending them a board game. A proper introduction to our hobby is an
initiation. So much of the game is in the sense of how it's played. I thought, if I do it, I want to do it right, the way I wished I had been introduced to the game. I wanted to send the same box to Sam that I would send back in time to my adolescent self. But I knew that meant a big production, and I didn't know if he was really up for that. So when I sent along my copy of Ogre, I included a self-addressed stamped post card I had printed up with the best possible old school goodness. With his permission, I used this awesome illustration by Jez Gordon.
I told him to put it in the mail to me if he wanted me to set him up with everything he would need to properly play D&D. A couple of months later, the postcard made its way back to me. So I put together the box of stuff you see at the top. Here's the letter I wrote him.
Dear Sam,
I have sent you everything you need to start playing
Dungeons & Dragons. D&D takes a minimum of 2 to play, but I’ve found it
most enjoyable with 4 or 5. So you’ll need to find at least one friend to play
with. Here’s how it works. One person plays the role of the dungeon master
(DM), also sometimes called referee or judge or game master (GM). The others
participants are called players. Each player controls one player character (PC),
also referred to as adventurers. Together the PCs make a party or adventuring
party. The PC is the heroic—or not so heroic—persona whom the player controls
in the game. The player speaks and makes decisions for the PC, acting through
him in the world of the game. (D&D is a very sophisticated form of
make-believe.) The DM is responsible for everything else. He prepares places
full of wonder and adventure for the players to explore: forsaken tombs, ruined
cities, foul dungeons, flying islands, sunless caverns, and all the rest. He
has the role of setting the scene and narrating the outcomes of the players’
actions, and he plays the role of everyone the PCs meet, including the
non-player characters (NPCs) and monsters.
The basic mechanic of D&D is shared storytelling.
Typically, the DM will describe a scene and then ask the players, “What do you
do?” The players will then tell the DM what actions their PCs take, sometimes
speaking in their character’s voice, and sometimes narrating their actions. The
DM then adjudicates the outcome of these actions, deciding what would happen,
and what the various NPCs would do in response, given their aims and abilities.
The DM narrates all this to the players and then turns it over to them once again.
It’s all action and reaction, steered by the choices of the players within the
narrative framework provided by the DM. The end result is a story with game elements
interspersed, such as mapping when exploring a dungeon, and the rolling of dice
in combat. The rulebooks explain how all this works, and I put an example of play
in the folder as well that I printed out from a different source. It should
give you a sense of how the back and forth of the game works.
Given how open-ended a game it is, there are many ways to
play D&D. I’m going to tell you my favorite way to do it. In my opinion,
the thing that is most fun about D&D is that although there are rules for
combat, casting spells, and a few other things, mostly the players can do
whatever it is they want to do. This sets D&D apart from any board game or
videogame. It’s what is unique about the game. If they want to go west they go
west. If they want to explore the sewers, down they go. If they decide they
have had enough, they may rob the duke instead of doing his bidding and
finishing the job they signed on for. The world is their oyster. However, there
are some framing devices that make play possible given this large degree of
freedom.
The first is an assumption about the starting motivation of
the PCs. They have left ordinary lives as peasants behind to seek fortune and
fame as hired swords and explorers of the unknown. The main reward in the game
comes in the form of experience points (XP) that will allow their PCs to become
more powerful by increasing in level. (The mechanic is now familiar from
videogames, but it is original to D&D. Videogames were shaped by D&D,
not the other way around.) XP is acquired by defeating monsters and finding
treasure, but mainly by finding treasure. So the initial goal is to hire their
services out for money, or to haul treasure out of forgotten tombs. Each gold
piece (GP) acquired is equal to 1 XP. This sounds reductive and mechanical,
since the method of advancing is based on greed and self-interest. This is all
true, but in my experience, it leads to a very enjoyable game of low cunning.
Initially, the PCs are characters like Indiana Jones or Han Solo. Their
relationship to one another is like that of Han Solo and Chewbacca: they’re in
it together against the world. When the PCs become more powerful, and come to
interact with the world and its inhabitants, they will naturally acquire many
other goals than mere wealth, and the game will shift emphasis organically.
Eventually they may be participating in revolution or defending the world
against some unholy threat. If they want to.
The second thing is that everyone works from a map. The PCs
have a home base. You start by presenting them with a set of adventure hooks:
rumors about points of interest to explore on the map around the home base.
They’re called “hooks” because you’re always dangling a bunch of them in front
of players, and if they bite you reel them in to the adventure. So to start a game,
you need four things: some characters, a map, a set of adventure hooks, and a description
of their home base. I’ve given you everything you need to get started.
Here’s what’s in this box. First off I’ve included the very
books that I learned to play D&D from.
These are the two red books with the
dragon on them. They are geared towards beginners and will do an excellent job
of teaching you how to play. However, they’re not a complete game, since they
only cover the rules for low-level characters. So I’ve also included the
Labyrinth Lord rulebook. Labyrinth Lord is what’s called a retro-clone.
Retro-clones are new presentation of old school versions of D&D, in this
case the same version as the red books. Retro-clones were devised so that
people could continue playing older versions of the game after they were out of
print. Unlike the red books, Labyrinth Lord is a complete game covering all
levels of play. It is also more rationally and straightforwardly organized than
the red books and directed at an older audience. So you’ll probably find it
useful. The reason I’ve sent you this old stuff is (1) it’s simpler than the
latest version of D&D (5th edition), (2) I think it’s a better
game than the newer editions, and (3) all the stuff I have sitting around is for
older editions. (If you stick with the hobby, you can eventually check out the
latest edition, if you want to.)
After the red books or labyrinth lord, you should read the
Tomb of the Iron God and the Tower of the Stargazer. These are what are called
“modules”. Modules are premade adventures. (They’re called modules because they’re
pieces you can pop into any game.) They are both excellent first adventures to DM and play. They should give you a
good sense of what an adventure is like. Finally, you should read around in the
Village of Hommlet module, describing the home base for your PCs. It’s a
classic, written by Gary Gygax, one of the two inventors of D&D. (Below I
provide you with some suggestions about how to use Hommlet, since it’s a little
more complicated than the other modules.)
In the folder, I’ve included two
maps that you can use to represent the area around Hommlet. One is a “Judge’s
Map” (i.e. a DM’s map) that has more geopgraphical information on it, and
another is a “Player’s Map”. The idea is that they can fill in the blank spots
on the map, drawing in terrain and locations as they discover them. I’ve
already placed Hommlet, the Tomb of the Irong God, and the Tower of the
Stargazer on both maps. As you’ll see, I put some more stuff on the DM’s map
for your eyes only. Once you’ve read this material, you can take a look at my
suggestions about how to run Hommlet below.
When you start playing, the first order of business will be
to have your players create characters. There are some character sheets in the
SEIU folder. Next you should present the players with the player’s map showing
them the location of Hommlet, the Tower of the Stargazer and the Tomb of the
Iron God. Tell them that they’ve come to Hommlet in the hopes of making their
fortune and name as adventurers. They have heard about several opportunities
for adventure and exploration in the region. Provide them with the following
hooks. Make sure they have all of them.
Hook 1: One of the PCs (either a cleric or thief) has heard
rumors that there was a monastery near to Hommlet devoted to an obscure
funerary cult, “The Tomb of the Iron God”. It was recently destroyed in some
kind of fire. The treasures belonging to countless generations of the entombed
lie in the catacombs beneath the monastery, presumably ripe for the taking.
Hook 2: One of the PCs (either a magic-user or elf) has
heard rumors of a wizard’s tower in the wilderness about a day’s journey from Hommlet.
The wizard was an eccentric recluse known as The Stargazer. He has not been
seen for a generation, and he has likely met an unnatural end. If his strange tower
is intact, it will likely contain many of his valuable contrivances and
wizardly gear.
Hook 3: [More of a rumor than a hook] One of the PCs (a
fighter, dwarf or Halfling) has heard that Hommlet is near the site of a battle
fought several generations ago against the city of Nulb. The Nulbians were
cultists of the Princes of Elemental Evil—a hideous religion. Somewhere nearby Hommlet
there is an outpost of the Nulbians called the Moat House that was destroyed in
a great siege.
After that you can pick up with the player’s entrance into Hommlet.
I think running Hommlet will be the hardest thing at first,
since it’s so open ended, there are so many different important players, and Gygax
provides so much unnecessary detail without ever really saying what’s going on.
I’ve used it several times, and think it’s great. My main advice about running Hommlet
is that you shouldn’t make a big deal about it at first. It’s a quiet town,
with an Inn, where the PCs can acquire information about the places they’re
going to visit, and buy equipment. Try to get the players to the doorstep of
the Tomb of the Iron God or the Tower of the Stargazer pretty quickly without
too much fuss in town. Over time, you can slowly make Hommlet come to life.
I’ll tell you how I run Hommlet. (It involves playing up the
latent political conflicts in town to make it a more interesting place.) The
important things about the Village of Hommlet to keep in mind are the
following:
(1) There
is an Inn, where PCs will be staying. (The inn has a sexist name that I
recommend you change, perhaps “Ostler’s” will do after the Inn’s owner.) The
Inn is the only restaurant and bar in town, and is the center of the village
social life. Here the PCs can gather information (rumors) about the places they
want to explore and hire retainers. The owner of the Inn is one of the main good
guys in town, but he plays his cards close to his chest.
(2) The
town is divided into two groups along religious lines. The first and largest
group is the long-term residents. They are druids who follow an ancient pagan
religion centered on the worship of nature. They are democratically organized
and maintain a citizen militia, a holdover from the time generations ago when
the town rose up against the Nulbians. Ostler is one of the leaders of this
faction.
(3) The
second group consists of new transplants from Verbobonc. They are worshippers
of Saint Cuthbert, a fussy and moralistic religion with an organized church
hierarchy. The Viscount of Verbobonc has decreed that a church to Saint Cuthbert
be built in the town to plant the seed of the true faith. He has also granted
jurisdiction over the town to a wizard named Burne who is to be addressed as “Your
Most Worshipful Mage of Hommlet”. Burne has taken up residence there with his
companion, a fighter named Rufus who commands a force of rough soldiers—former
brigands—called “the Badgers”. Rufus and Burne are currently building a castle
in Hommlet. The priests of Saint Cuthburt, Burne, and the others, are not bad
people, but they do represent the feudal powers that hold dominion over the
region.
(4) There
is tension about all this. The druidic citizens do not approve of these
developments, but nor have they decided to actively oppose it. For one, they do
not feel themselves powerful enough to resist the Viscount’s agents. And for
another, they’re becoming worried that with evil forces on the move, their
homespun militia may not be enough. There is a secret council that crosses
faction lines, composed of Ostler, the leader of the militia, the Canon Terjan,
and Burne. Although tensions run high, the council has thus far been able to
work together to resolve problems as they arise.
(5) There
is a druid named Jaroo who is currently holding services in the sacred grove. As
I imagine him, he is like Aragorn or Gandalf. He’s an agent of a secret
organization of good guys (the Hierophants of Gnarly Woods). He’s a very busy
man, keeping tabs on a million things, and always away on missions. He’s interested
in Hommlet because he has come to suspect that it’s happening again: somehow
the evil forces that gathered in the area generations ago are once again on the
move, and the Temple of Elemental Evil may be rebuilt once again. He’s looking
to put ordinary people in motion to discover what is happening and put an end
to it. He can be a powerful ally to the PCs if he comes to trust them. He is in
contact with Ostler and the druidic faction.
(6) On
the other side, there are several agents of the Cult of Elemental Evil in town.
The main culprits are the bickering odd couple Gremag and Ranos Davl who run
the shop where adventurers will buy and sell their goods. They will try to keep
tabs on the adventurers, and to warn Lareth the Beautiful if the PCs are
preparing an expedition to the Moat House. Ranos and Gremag will try to get the
PCs to hire people from their store who they will use to spy on the party.
The main trick I would use is to slowly bring the place to
life is to introduce an event each time the PCs return to town after
adventuring. For example, while the PCs were away, perhaps Burne has decreed
that everyone now must tithe to the Church of Saint Cuthbert, and the long-term
residents are angry. Or maybe some of the Badgers are in Ostler’s the night the
PCs return, getting drunk and abusing townspeople. The PCs can turn the other
way, or help out the townsfolk, with consequences either way. Or perhaps the
bandits from the Moat House have become bolder striking merchants along the
road, and Burne is offering a hefty reward for information leading to their
capture.
The other trick I would employ is to think about how the
different groups in town will react to the actions of the PCs. For example, if
they ask a lot of questions about the Tomb of the Iron God, and then come back
to town weighted with gold and trying to sell the jewelry, some people may
surmise that they’re looting the town’s ancestral tombs. On the other hand, if
they tell the townspeople about the walking dead, the townspeople are likely to
offer them aid in putting to rest their loved ones. You should think about how Ranos
Davl and Gremag, or Ostler and Jaroo will respond to their actions.
One word of warning about running the module. Gygax has many
powerful NPCs, one good, but most evil, trying to worm their ways into the
adventuring party. You should keep that to a minimum. The evil characters will
destroy an inexperienced party, and having powerful allies directing the group
will make your players feel like you’re pulling all the strings.
Email me any
time. I’d be delighted to answer any questions, or just hear how things are
going. Like I said before, I think Dungeons and Dragons is probably the
greatest game ever created. Imagine the hell out of it!
Best,
Ben