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Dungeons and Dragons for Teens

This guide is to enhance the enjoyment of Dungeons and Dragons during our biweekly Dungeons and Dragons for Teens

Dungeons and Dragons is a fantasy tabletop roleplaying game (TTRPG) in which each player creates their own character and is led through a storyline and gameplay by a Game Master (GM) or Dungeon Master (GM). A player chooses which actions they take and their success at that action is determined by the role of polyhedral dice.

By default, we will be using the rules and mechanics for Dungeons and Dragons Fifth Edition (5E). A Teen Volunteer Game Master may choose to offer a campaign in another system (3.5, Pathfinder, etc.), or upon discussion, we may have a One-Shot of another TTRPG system. The resources on this page are geared towards 5E.

As players, we understand that the contents of the game are sometimes outdated and do not align with modern values and perceptions of the world. With this in mind, the GM and players will work together to create an inclusive world. Sometimes this means skipping over entire storylines and sometimes it means acknowledging that we can't limit Alignment based on class or race.

Events

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Code of Conduct

We want everyone to have an enjoyable experience. Everyone here has different levels of experience and comfort. In order to ensure that everyone has a fair and honest experience, players are expected to adhere to the following guidelines. Anyone who does not, will be asked to leave a session.

  1. Be honest, positive, supportive, and a good listener.
    Being a team player means taking your turn, being honest about your dice rolls, and giving everyone a chance to shine--go camaraderie! In the event of an exciting game, the DM and/or the librarian may need to step in and enforce turns if need be to keep the game going smoothly.

  2. A player describes what they try to do; the DM describes what my PC actually does.
    The DM manages the story that the players and their PC’s actions collectively tell. Dice rolls are a huge determining factor in whether or not a player is successful, but not all DCs are the same. We are ultimately here to have fun, and so both high and low rolls can become interesting parts of the story. In the effort to maintain fair and relevant storytelling, the DM has the final say in the ultimate success or failure of a PC’s actions.

  3. Balance playing your character honesty and playing your character nicely with the group
    In the event of having a chaotic character, please remember that it is possible to play your character honestly while also choosing actions that do not hamper the success of the rest of the group. This means no attacking fellow players or needlessly stealing their pets. Be creative and thoughtful in your roleplaying.

  4. Avoid metagaming.
    As players, we often know something our PC does not - the vulnerabilities of a monster, the backstory of an innkeeper. Do your best to avoid letting that knowledge affect your character's choices and actions.

  5. Learn your character and ask for help when you need it
    You don’t have to know everything to have fun playing D&D, but try to learn your character’s basic abilities and backstory - and if you are unsure of what a certain kind of roll means or how an ability works, don’t hesitate to ask. We are all here to help each other.

  6. Offer help to other players
    When another player asks a question, answer them openly and honestly and help them to understand the rules and mechanics of the game without belittling them.

  7. Go with the flow
    You can control your attitude and your PC's decisions, but the storyline and the outcomes of actions you and other players take are not in your control. Have fun, enjoy the twists, and take a breath with you role a natural 1.

  8. Show up on time or let someone know you're running late.
    It can be hard to jump into a session that's been going for an hour. Please show up on time. If you are unable to, please email Ruth at pshaw1@nova.edu or call 954-262-5477 to let us know.

X Card

The X Card is a House Rule to aid in communication around the game and determining what players are okay with.

The X Card is a card on the table with an X drawn on one side and a smiley face on the other. When a character is uncomfortable for any reason - such as a phobia or PTSD - they tap the card and show the GM. The GM can use this moment to gain more information and adapt the descriptions, gameplay, and storyline to create a more inclusive and friendly game for all players. This card can be used for any and all reasons - a player is flirting with an NPC and it makes a younger player feel uncomfortable, the GM is being too graphic with their description of a monster, a PCs interaction with another PC is creating an uncomfortable environment.

They can show the Smiley Face to share that they really like the content of the game or that they are now okay with the gameplay and it can continue.

Source: https://geekdad.com/2016/10/dd-for-young-dms-x-card/

Resources for Players

Websites

Books

Resources for Game Masters

Websites

Books