Top 10 Dungeons and Dragons Lessons Learned

D&D players handbook
D&D players handbook
Dungeons and Dragons Player’s Handbook is a great place to start to learn the game

One of the best things about running a Dungeons and Dragons adventure is never, ever being able to predict how a group of characters will react to any given situation.

However, some things should have been predictable. Here are my top 10 Dungeons and Dragons lessons learned about running adventures for 12-year-olds.

  1. They need a mentor non-player character to help them out, to inspire them in some cases, to guide them to their next adventure, and to explain what may or may not work, without taking them out of the story. It’s why Gandalf is there with the hobbits, why Moiraine arrives to talk to Rand Al’Thor, why Dumbledoor advises Harry Potter. I goofed that one up.
  2. They are completely uninterested in learning about the backstories of the people in the world, the politics in the town, or the greater world as a whole. Maybe this will change, since a ton of stuff was thrown at them on the first day, but right now, it’s ‘where do I have to go and what do I have to kill?’
  3. Sugar intake control is vital to playing a successful game. Too much too soon, and they become like Vikings bent on looting and pillaging everything in sight. Or, to use the new Dungeon and Dragon adventure terms, they become murder hobos. Kill everything. Take everything.
  4. Fighting rats is not fun. Gosh, why didn’t I see that one earlier. Sure, they are tough, and, statistic-wise, a pretty good challenge, but who wants to go home talking about killing rats. To be fun, the players needed to overcome something with swagger, something they can brag about, something larger than life. Doh!
  5. To simulate healing potions, I bought small vials, washed them thoroughly, and filled them with Gatorade. When the boys had to heal themselves from wounds in battle, I thought, hey, wouldn’t it be cool to have them drink the Gatorade vials? However, what I should have foreseen is that they like Gatorade and so would take damage just so they could drink the Gatorade. (sigh)
  6. Never let the characters damage each other. In the game, when the players roll a ‘1’, something bad happens, but if you let that ‘something bad’ be hit another player, then that player wants revenge and pretty soon they’re swinging swords at each other. It’s funny, for a second, then the whole party dies and everyone is mad at everyone.
  7. A good fart noise goes a longer way with 12-year-olds than with adults. Ok, wait, no, it goes a long way with adults as well…but be careful, if you let one boy make a loud fart noise because one failed ‘1’ roll, then they all start wanting ‘1’s so they can make that noise. Over and over and over and over again… and, perhaps to no one’s surprise, sometimes those noises are not faked. Never make this a farting game. Ever. No.
  8. I stressed and stressed about painting miniatures for the boys. I spent hours making sure their characters looked amazing, but, being nearly blind in my old age, and with shaking hands and a rather feeble ability to paint small things in the first place, I wasn’t able to really do anything to a pro-level (despite watching 200 YouTube videos). However, it didn’t make any difference. The boys were so excited to have painted miniatures of their characters and didn’t care that I’d not been able to paint a microscopic belt buckle.
  9. Food matters. There’s a post on what happens when there’s too much sugar, but not feeding them is a bad idea as well. Balance is the key here, and I don’t mean lots of carrots and celery sticks, no, just better management of pop, chips, candy and, for supper, pizza. Failure to properly control the food results in an alien-like transformation of good kids into scary, drooling monsters.
  10. They knew nothing about the rules but what I told them. I was so used to running dungeons and dragons adventures with people who knew more than I did so I had studied hard for these sessions, but it really wasn’t necessary. So what if I forgot about ‘opportunity attacks?’ So what if I goofed up how minor illusion worked? So what if I didn’t quite get how ‘sneak attack’ works? I will make sure it to make it fun, first and foremost.

3rd Dungeons and Dragons Session pt 1

D&D, gandalf, balrog

Dungeons and dragons adventures should always be epic, gandalf, balrog
Climaxes have to be epic! In dungeons and dragons adventures, this means more than just giant rats

This session would define the game for a long while.

In video game terms, it was the boss fight. In movie terms, the climax. In Dungeons and Dragons adventures, it’s a moment where failure could mean death.

Led by their halfling guide, Devon, the boys (Leroy-the-Ranger, Sherlock-the-Wizard, Brad-the-Rogue, and Honor-the-Paladin) had entered a secret entrance into Devon’s home. They hoped to save the halfling’s family from villainous villains (called the Blackskulls) who had threatened to murder Devon’s family if Devon didn’t do what they wanted.

Unlike that last adventure, this one started off well enough. With candy under my complete and utter control, I was able to get the boys focused fast.

They made a plan- clear the dungeon, sneak into the hobbit’s home, rescue the innocent. You know, hero stuff.

Unlike the last session, the boys moved quickly, coming under attack by a purple mushroom that killed Sherlock’s familiar, a cat.  Luckily, though, the cat had unlimited lives since it was the ultimate Scholander’s cat, (existing only when called), so no one felt bad for the loss, (though Sherlock did wonder, “does it feel?”)

Using ranged weapons, they shot the unmoving fungus in one of the mushroom-growing rooms so it couldn’t damage them. It was over quickly and they raced further through the underground rooms, only to be surprised by a big ass spider that managed to entrap the powerful Honor-the-Paladin in a sticky web.

With their main fighter trapped in a web, the rogue, Brad, found (much to his horror,) that he was face-to-face with the spider, Brad wearing only light armor and fighting with daggers.

Shaking with fear, he stabbed at spider’s eyes, hoping to blind it and flee. Despite his fear, he wounded the spider badly, making it scream a terrible spider scream, and as it tried to flee away, wounded, blind in one of its many eyes, Leroy-the-Ranger shot it dead with one well-placed crossbow bolt.

They found nothing in the spider’s web, though, except the desiccated bodies of more than a few giant rats. Sherlock-the-Wizard, (knowing alchemy) harvested the spider’s web and its poison glands for future use.

Dwarven runes needing an answer to a riddle to open are fun in dungeons and dragons
A good staple of any dungeon in Dungeons and Dragons adventures is a dwarven riddle door

Then they were confronted by a thick, metal door with Dwarven runes carved onto it.

Translating the runes, they realized it was a riddle, because, you know, dwarves love locking doors with riddles. It’s their thing. That and drinking.

Their guide, Devon thought he knew the answer, but guessed wrong and took a massive jolt of electricity. The boys, however, were smarter.

They read the riddle.

Power enough to smash ships and crush roofs. Yet it still must fear the sun. What is it?

After a few guesses, and using Honor’s resistance to electricity, they solved the riddle and opened the door.

Answer: “ice”

Even their incorrect guesses were good or at least funny: A vampire. Water. Leroy’s pee.

The room beyond the riddle door held a good selection of alchemic supplies, including a book that could teach Sherlock-the-Wizard how to make a potion of climbing and an antidote to some poisons. Sherlock gleefully collected everything and would have read the book had they not been pressed for time –

Who knew how much longer it would be until the evil Blackskulls realized that Devon had betrayed them and murdered his family?

However, the boys were blocked by another riddle door. Who works when he plays and plays when he works?

Without hesitation, they answered ‘a musician’.

And the door opened.

They raced through the room beyond the riddle door, past looted supplies that Devon recognized as belonging to someone in the town, and past the crispy body of a human who had clearly failed to answer the riddle correctly.

They reached the staircase leading up, a rickety thing that Devon had built himself and seemed oddly proud of.

Honor-the-Paladin took the lead, slinging his shield onto his back, and unsheathing his sword. Although the least stealthy of the companions, they feared that if someone was up there, waiting, ready to ambush them, better to have a huge, dragonborn paladin enter the room first.

From Devon, they knew there’d be at least 4 blackskulls inside. Two of them were greatly feared in the village, one a giant of a man called ‘Ogre’ and the leader, a cruel man named Derrick Quickblade.

Honor reached the top of the stairs and reached for the trap door as the rest of the party shifted on the creaking staircase behind him, ready for battle.

Honor eased the trap door open.

The dungeons and dragons adventure will be continued!!!

2nd D&D Session

D&D NPC character

D&D halfling NPC
Devon, their halfling guide.Why would anyone want to kill this cute little guy? 

Phandalin Adventure

Day 2

Once, again, I couldn’t wait to start my D&D adventure with the boys. I’d done my prep, printed out my handout, (even a very cool ‘weathered’ map), and bought enough munchies to feed an army of starving goblins.

But therein lay my first mistake, and it may very well be why this session didn’t go as well as I’d planned.

To recap, they had been told by their hobbit guide, Devon, that bad guys held his family hostage. Now that he told the group about last session’s ambush, he begged the group to help.

But as I set up the music and sorted my paperwork, the boys voiced thoughts of killing their guide, Devon, the one person they were supposed to help!!!

 Why? I have no idea, it seemed to come out of the blue, but then I had to start the session out by telling them what they couldn’t do. Or at least trying to dissuade them for doing something evil.

Then they tore into the candy like rabid dogs. Before their characters even reached the hobbit’s home,  they’d began to vibrate in their seats. Then they bopped up and down in their chairs. Then, I had to take a break so they could literally run around.

It looked like getting them to focus on the game would become, well, a bit of a challenge.

Their mission though was simple enough. Rescue the hobbit’s family by sneaking in via a secret entrance. But, they were told, the evil guys were expecting a rescue and would be watching the doors and windows, ready to kill the hobbit’s family.

Their hobbit guide, Devon, led them to the secret entrance beneath his home, (an old, underground dwarven forge, long abandoned), that the hobbit used to grow mushrooms – Lots of tasty mushrooms fertilized by the finest poo in the county.

Only one problem – The boys didn’t want to do go through the secret passage.

Full of sugar rage, they wanted to charge in and attack the evil, nasty bad guys. No matter who dies!

D&D NPC character
Buttercup, Devon’s oldest child, a girl. Why would they not want to save her?

My hobbit was horrified. His family would die.

However… The boys didn’t care. Like Vikings, they wanted to fight.

NOW!

Battle, battle, battle, battlebattlebattle, BATTLE!

But I, (playing the hobbit), managed to convince them to try to sneak up on the evil, nasty bad guys, and that’s where I made my second mistake.

Running a game like this means you give the players as much leeway as possible to do whatever they want, and I’d railroaded them into going one route.

Had they gone their route, it’s not likely the little hobbits would have lived, and that’s a consequence that maybe they needed to have.

But forcing them to do something makes it harder for them to be invested in the game. However, NOT forcing them would lead to the death of little kids, and in story-telling, that’s a HUGE no-no.

I was in a pickle. Or ,rather, I’d pickled myself.

Not super interested in their choice, it took an hour for the boys to focus on killing 5 giant rats.

An.

Hour.

With their usual outstanding grasp of tactics, they defeated the rats quite quickly once the fight happened, but it soooooo wasn’t exciting for them. I could see that.

As soon as they won, though, they were hit by a sugar crash and acted like slow-motion turtles eating a leaf.

The session ended without a sense of major accomplishment.

That’s never good.

Would they run home and tell their parents, mom and dad, guess what, we killed rats, OMG it was amazeballs, rats, mom, rats. How cool is that?

No. Not cool at all.

Dammit, I’d goofed.

After I dropped them all off back home, I vowed to do better. However, being nearly impossible to predict what would actually happen in any given adventure, all I knew was that I needed to do 3 things better.

  1. I needed to control the sugar intake a LOT more than I did.
  2. I needed to find stuff they would care about, something magical and fun. Not fighting rats.
  3. I needed to create those epic moments they will talk about for weeks. Or at least hours.

Next week would be critical. I had to be a better DM.