I’m Starting a 5e Game: What Should I Know?

I’ve been a Pathfinder 1st Edition player and GM since the game released. I love the rich complexity of the game and the stories it allows you to tell and share with friends.

For all that, though, the idea of a 5e game has been growing in the back of my mind of late. Perhaps it’s the seductive (apparent) simplicity of the system and speed of play or perhaps it’s the rise of Pathfinder 2nd Edition that is prompting me to take the plunge coupled with my desire to play a game actively supported by its publisher. Whatever the reason, I can’t shake the feeling it’s time to try 5e again.

So—to the point of this article—if you play or run 5e, I’m after your advice.

Given I’m an old fart gamer/grognard of a certain vintage what should I know about 5e (beyond the rules) before starting to play? How do its assumptions and play style differ from Pathfinder or earlier editions of D&D? What am I going to find different (or perhaps problematic)?

If you’ve got any insights, or links to handy resources, please leave a comment below.

The Gloamhold Look

A subtle and ancient curse of great potency and malignancy lurks within Gloamhold’s gloomy, dust-shrouded halls. Curiously, it seems only those who dwell in the world of men—humans, elves, dwarves and the like—fall prey to its malign influence. Those accustomed to living underground in the permanent dark of the ancient fortress’s ebon reaches appear immune to its effect.

By William McAusland (Outland Arts)

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Gloamhold: Sample Adventuring Bands

The PCs are not the only adventurers exploring Gloamhold. At any one time, a dozen or more groups might be active in and around the dungeon. Such groups are not necessarily hostile toward the PCs, but neither must they also be friendly. An encounter with such a group could slow down the PCs’ progress through the dungeon and—at the least—offer a chance for some role-playing.

Gloamhold_cropped

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