I have been recently looking into getting back into playing (played many years ago and actually think we got most of it wrong back then) Dungeons & Dragons, but there are a few questions I have about the mechanics/dynamics of the game that I was hoping I could get some straight answers on. My questions are based on the 3.5 rule set and I have no real interest to invest in the new 4.0 edition at this time.
Per several recommendations, I have been looking hard at the Pathfinder series, particularly Rise of the Runelords starting with Burnt Offerings. It is essentially a slight adjustment from the 3.5 core rules of the current D&D set but I was told to look into it because the story lines and quality were about the best ever written. In looking over the first adventure, I am very excited about the material. This looks to be a serious quality piece of work by a dedicated group looking to create a whole new world and get the most out of the 3.5 rules. Their main offering is just entering Beta and is currently free to download the main rulebook and Player’s guide, etc. I recommend giving it a look.
At any rate…
Getting a group together might be a bit of a problem, as I am in a small town, and I imagine there aren’t a lot of players around here. This means that I’ll have to ‘convince’ my friends to give this a try and teach them how to do the basics. This means I need to know my stuff and be ready to go if and when I can get them all seated at a table. The trouble is that I have several questions that aren’t being directly addressed in the core books (admittedly I only have the Player’s Handbook and the Monster Manual at the moment, but looking to get the DM Guide very soon, and some of the answers could be in there).
Do the players start out at level 0 or level 1? I’ve seen references to both in various literature and even in the Player’s Handbook. If adventure modules are rated for characters 1-4, doesn’t that mean pretty much ready to go with ink barely dried on the character sheet, or do I have to find my way from level 0 to 1 first somehow?
What’s the smallest playable group that you can run an adventure with and still have all of the fun? Are there any great examples of modules that account for small groups, say even as small as one DM and one player?
Is it abnormal for a DM to run the game and have a player in the group as well, or does that cause problems with the game?
Is there a web location dedicated to teaching how to be a great (or at least effective) DM, targeting someone with precious little experience?
Any tips on finding players, recruiting persons that have trepidations about role playing with dice but love the current MMOs that are running (WOW, Age of Conan, Vanguard)? How do I get them to step back in time, back to the dice era?
There may be other questions as they come to me, but that’s the basic stuff for now. Thanks for all your time.