Posted in: Dungeons & Dragons, Games, Tabletop, Wizards of the Coast | Tagged: d&d, DnD, dungeons & dragons, wizards of the coast
Friendship: An Exorcise in How Not to Play Dungeons & Dragons
Every group of nerd friends that has more than three people will, at some point, say they ought to run a Dungeons & Dragons campaign. Likely one or two will volunteer to be the group's Dungeon Master, potentially sparking a future-DM fight, and then things become critical. How do you actually start a Dungeons & Dragons campaign?
Sure, there are handy starter guides put out by Wizards of the Coast, there are plenty of YouTube channels dedicated to helping people set up a D&D game, there are even articles on the subject, but the real trouble is inertia.
Because it is so easy to talk about playing a long, involved, multi-session tabletop RPG. It is another to actually play it.
As with any group of gaming and fantasy enthusiasts, my friends and I have been talking about running a D&D campaign for nearly a decade. While many of us have played with other groups, we always wanted to do a campaign of just our crew. We've got several adventure books, starter sets, and DM manuals. Some of us even have miniatures of our characters from other games. And yet the closest we've come is talking about rolling for characters one evening when we app finally got together.
And then we promptly stopped that discussion in favor of running a few raids in Final Fantasy XIV, because my three best friends are the reason why I play that MMO in the first place. And we are all far too addicted.
With several of us having multiple jobs, one moving to another country for grad school, and insane schedules, clearly we won't be getting this Dungeons & Dragons campaign off the ground.
Which might just be the most on-brand thing we could do.