Summary

This is not your standard "how to" book. The author shares his experience with playing so that you can have a deeper and richer play experience. In order to do this the book is divided into four sections that give advice that goes beyond the rules found it the player's handbooks and dungeon master's guides.
The best thing about this book is that it is not designed for any one edition of the game. So this is just as useful for someone playing with some old D&D books or the much awaited fifth edition, D&D Next. This means that this book will be useful for many, many years to come.
The first section is all about getting ready to play a game and includes a list of all the supplies you will need. The author also gives you a run down about the different editions of Dungeons and Dragons. Also in this section is advice on how to find other players to join or forming a gaming group to play with.
Section two is a companion to the character creation process found in the player's handbooks. This sections talks about the roles that characters play within the adventuring party. Moral outlooks of the characters and their reasoning for being on adventures. Also the standard gear that any hero is going to need on a quest.
The third part of the book is advice on crafting adventures and being the dungeon master who is in charge of the game. From crafting the plot of the adventure to playing the villain, and even how to pace out the rewards you give to the plays, this section is rich in advice.
Lastly the book has a few projects that will help players save some cash by showing them how to make props. These projects use a mixture of different skill sets such as sewing, cutting, and even faking paper aging. All in all, this is the prefect book for someone that wants to go beyond the basics and learn to play a great game of Dungeons and Dragons.
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Customer Reviews

Most Helpful
4 out of 5 stars
By D. J. Craig on 04-01-18

Very Basic Introduction to D&D

I was expecting a more in depth version of the book, explaining more the points in the different dice and the attributes and items the characters can have and why they need them and how each thing works. However, from this book I have come to understand that before I learn all that I have to understand the ground work behind it. As it is with Dungeons and Dragons, it is a massive game and there it a hell of a lot to learn so obviously not everything is going to be included. I have a better knowledge of how a typical game works now and the abilities each character and dungeon master should posses to enjoy the game to its fullest.

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1 of 1 people found this review helpful

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Customer Reviews

Most Helpful
4 out of 5 stars
By Matt Moore on 21-01-17

A Good D&D Primer for New Players

this is a good book that gives new players a definitive idea and notion of how to play the game. you sent it for veteran players everything in it is old hat. For the new players it offers up ideas and Concepts that will help you to enjoy the game even further.

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2 of 2 people found this review helpful

1 out of 5 stars
By DaddySanta on 04-09-18

Doesn't answer "How To Play..."

Ok, good info about game history, finding other people to play, hand-crafting props, and how DM's should tell the story & control leveling. All interesting, thanks. But it's a short guide, so...
* Does he really need to take the time to teach me how to sew? To make crafts?
* One of his suggestions to find other players is to "hang a [paper] flyer at your local movie theater]". Seriously, he did. The guide is very outdated.

Unfortunely, the title is very misleading: "HOW' to play... step by step... for beginners". Maybe he spent a few mintues reviewing how to make a character. Also good info. Author tells readers to refer to the Players Handbook often. Yeah, just buy that. Most importantly, this guide lacks the ACTUAL GAMEPLAY INFO! How about directions, tips, advice, do's & donts, etc.?

Examples of questions that *should* have been addessed:
* How are turns determined?
* Other than combat, what are characters supposed to do during their turn? What can you do?
* Are we supposed to keep track of our own characters on my own map, or is there one map for everyone? Is there a pre-made D&D map, or a blank to sketch? If so, Who draws the map?
* Who moves the minis? Wait, are there minis? Should i bring my own?
* What's all the dice for? Do we really need 7 different types if dice?
* How long are turns: start-to-end?
* Advice for newcomers wanting to play with veterans?
* Should you dress up? Should you use a different voice when speaking for your character?
* Whats considered over-the-top, too much props brought, or too much prep?
*What considered not prepared enough?
* What are typical social or unspoken rules for playing with others?
* Should I try to make my own character before joining, regardless of what the "party" needs?
* Should I memorize all spells, traits, abilities, statistics, (or whatever) before joining?
* Do I have to be good at math?

These answers would be much better "do's & don'ts", than irrelevant suggestions on making crafts & printing flyers.

Editiors missed 3 sentences that were repeated with different inflections (a lot for an hour+ audio).

Conclusion: just YouTube for what you are seaching.

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