Adventures in dungeonmastering

True fact: I have been playing Dungeons and Dragons off and on since I was in fifth grade and never once in that time have I actually been a Dungeon Master. Now, granted, my first outing was about as foolproof as it could get– my audience was my wife (inclined to forgive me any errors I might have made) and my son (who wouldn’t know the difference) and I was using a prewritten, off-the-shelf adventure that I only made a small handful of modifications to, but I still think I acquitted myself pretty well. I added a character who wasn’t in the original adventure to sort of guide them through everything and created a couple of encounters before everything got started to help them get their feet wet, and we were off to the races after that. The problem with D&D is that it takes so damn long– the adventure was two pages long as written in the sourcebook and the session took three and a half damn hours. The boy wants to play again tomorrow— he’s second level now, which is just unbelievably powerful, of course– and it’s going to be hard to convince him that Daddy is not going to have this kind of free time every single day for the rest of the winter.

The kid’s a frickin’ fiend with his dice, though– three natural 20s over the course of the session, which wasn’t super combat-heavy so that’s more impressive than it sounds, more than balancing out my wife’s two natural 1s, one of which left her flat on her back at the feet of a mimic that was doing its best to try and eat her face. I wasn’t super inclined to kill either of them, although I made sure the boy in particular knew that if he tried to pull anything particularly reckless or dumb during the session he was going to pay the price, and other than offhandedly suggesting that they kill everyone in the room during an early negotiating session with some gnomes he more or less did a decent job of reining in his more destructive impulses.

All in all, not a bad way to spend a Sunday. I look forward to doing this again.