Tag: RPGs

  • Giving D&D a Go: My First Session

    Giving D&D a Go: My First Session

    Last weekend, I finally gave Dungeons & Dragons a go for the first time. After years of wargaming, I wasn’t sure how I’d take to roleplaying, but after this first session, I can say I learned a lot—and I had a great time doing it.

    The Game

    We played a combat-heavy one-shot, with our small adventuring party defending a village from waves of orcs, goblins, and gnolls. Given my wargaming background, this felt like a good entry point—lots of tactics, positioning, and dice rolls. Matt, our DM, ran things smoothly and kept the game moving at a good pace.

    Francesca played an elven ranger, keeping her distance and taking out enemies at range.
    Darren ran a dwarven cleric, staying back and keeping me alive.
    And I played Kaspar “The Peacock” Drachenheim, a flamboyant human mercenary with a taste for gold, fine clothing, and dramatic duels—wielding his trusty longsword, Stabbington.

    The session played out like a well-oiled machine: Francesca shot, I fought, and Darren healed. Kaspar, true to form, threw himself into the fray with reckless abandon, Stabbington flashing as he cut down goblins with theatrical flourishes. I’m sure if there had been an audience, he would have bowed between strikes. Unfortunately, the only bystanders were frightened villagers and a handful of scruffy street cats—whom Kaspar, of course, ensured remained unharmed during the chaos.

    What I Learned

    1. Combat in D&D is very different from wargaming. I’m used to clear movement distances, base-to-base contact, and tightly defined turns. In D&D, things are more fluid—positioning matters, but it’s all tied into a more narrative structure. Kaspar didn’t just swing Stabbington—he lunged with a dramatic flourish, dodging around crates and barrels like a duelist in an opera house fight scene.
    2. Dice can and will betray you. I rolled low at crucial moments, which made Kaspar’s stylish bravado slightly less effective. A particularly unfortunate miss led to him getting walloped by a particularly ugly gnoll—Darren’s cleric kept him standing, but my fighter’s ego was bruised.
    3. Party balance really matters. Our trio worked well because we covered each other’s weaknesses. Kaspar may love the spotlight, but he very much needed the support of his comrades.
    4. It’s not just about mechanics. While this session was combat-heavy, I’m already looking forward to the next one, which will be more roleplay-focused. That’s where Kaspar will really get to shine—negotiating, scheming, and possibly talking his way out of trouble (or into it).

    Looking Ahead

    Next time, Matt has planned a less combat-heavy one-shot, focused more on roleplaying and character interaction. Hopefully, Melanie will be able to join us for that session, which would round out the party nicely.

    After that, we’ll be starting a full campaign, which means Kaspar is here to stay. I’ve been refining his background, leaning heavily into Warhammer Fantasy Empire aesthetics and swashbuckling mercenary tropes. He’s equal parts duelist, rogue, and shameless peacock—dressed in silks and feathers, Stabbington always at the ready, and an ever-present disdain for anything remotely sticky-fingered and loud (especially children). I imagine he’ll get himself into plenty of trouble as the campaign unfolds, but as long as there are gold, cats, and high-stakes drama involved, he’ll be happy.

    If you’re on Gozo and thinking about giving RPGs a go, reach out! I’m happy to add you to the group. Drop a comment here or hit us up on social media—we’re always looking for more players to join the adventure.

    On to the next session—Kaspar’s legend is just beginning!