Dungeons & Dragons fifth edition has several modules available to enhance the journeys created when friends sit together to create epic adventures. While the Player's Handbook is essential to playing Dungeons & Dragons, there's still much more you need to know before sitting down and running your campaign.
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From the basics to the essentials, running an official Dungeons & Dragons module from Wizards of the Coast can be intimidating, but you'll have most of the tools you need upfront. The official published adventures are vast in variety, allowing you to explore regions from established Dungeons & Dragons locations. The Sword Coast, Eberron, and Ravenloft are just a few settings with playable adventures.
When starting a published adventure, some prerequisite knowledge is necessary before running a module for your players. You need to understand the difference between Core Rulebooks, Supplement Books, Campaign Settings, and Adventures.
Most modules will reference the Core Rulebooks as required reading to supplement the adventure you choose to run. These include the Player's Handbook, Dungeon Master's Guide, and the Monster Manual.
All the rules for basic gameplay will be found in the Player's Handbook, while the Dungeon Master's Guide will give you insight into how everything works within D&D fifth edition. The Monster Manual houses all the monsters you'll find on the adventures you'll be running within the modules and their stats.
While you can get away without having all three Core Rulebooks, having access to all three is a good practice. All the Core Rulebooks are available in print and online; however, the Player's Handbook is required reading.
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