this post was submitted on 18 Dec 2023
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I'm sure someone more experienced than me can give you more confident suggestions but I've been seeing the Starter Kit, Essentials Kit, and Core Rules Gift Set advertised more for the holidays. The descriptions make some of them sound like massive expansions on the bare basics and thereby possibly more overwhelming than you'd probably need at first. I think some include location books that may be different from the kinds of environments you want in your own campaign too so be sure to examine what's included.
I've mostly only played and DM'd in homebrew groups so I'm probably too loose with it all but I will say you definitely need those two things you mentioned. Here's what I found necessary to really get things started:
You can also pick up a campaign book that interests you, or find some of the cool free one-shot campaigns right here in this very Lemmy community to cut down on the world and quest building! And of course, before I waste any more of your time, make sure to check out the DM Academy Lemmy community that's all about teaching and learning how to DM!
I wouldn't call the Paper for maps and the figurines required. They are a great visual aid, but for people just starting out as a DM it's overkill.
The main reason to play D&D, for me, is to use your imagination. So as long as you describe the environment and what happens, most should get by with just a players handbook, dungeon masters guide (for special items and such), dice, sheets and pencils. The screen is also a good tool, especially for some quick information on states. But it is not required to run a small campaign.
Yeah that's fair. I figured since the kid is 11 years old that the figures and paper really help them visualize obstacles and enemy positions, etc. And my anecdotal experience with making it much easier when I was a DM to keep track of where everyone was, the graph squares making it easy to show how far they could move per turn in battle, if there was anything blocking ranged attack paths, if certain spells could reach their target, etc.
I'm no career campaigner though so I don't know how hard and fast these things go when calculating if they can get close enough to a target to attack during their turn and all that. Would things like movement speed not matter so much in this instance and it would play more like a Choose Your Own Adventure book kind of thing? That does sound way easier. If keeping track of positions and stuff in combat is still fairly strict though I'd totally need paper and figs to remember the specifics.
I agree on this on so many levels... Especially for my son, which unfortunately is starting to be more and more attracted by phone/console games.