We’ve all been there. We’ve all been a Beginner at some point in our lives, and hopefully even as we navigate adulthood we’ll never lose the joyous curiosity that comes with the Beginner’s Mind. Whether it’s Benjamin Hoff describing the childlike wonder of the Uncarved Block in The Tao of Pooh or coming to Dungeons and Dragons for the first time, being a beginner is both a wondrous and terrifying place.
In terms of D&D, oftentimes a beginner’s expectations are colored by either the common (often reductive) portrayals of TTRPGs in mainstream media or assume the game functions in a way it doesn’t based on their experiences with RPG video games. This means a Dungeon Master has a monumental responsibility in guiding new players to discover the most out of their experience. After all, as a Dungeon Master, you may be the individual that’s responsible for how someone views tabletop role-playing as a whole, and a bad experience can sour someone’s taste for years or possibly their whole life. And while that may sound a little dramatic, it’s not outside the realm of possibility. So my question is, what are they going to walk away with? Are they going to bask in the sheer creative possibility this space provides? Are they going to discover something new about themselves through the characters they portray? Are they going to go on and become a Dungeon Master in their own right, and be empowered to tell their own stories when all is said and done? How are you going to introduce them to this grand, sometimes overwhelming new world?
Now as with all responsibilities, you will make mistakes. That’s what this game is all about: how we deal with both failure and success. After all, it’s what the d20 represents. The best laid plans could fail and the most cockamamie of schemes can succeed. How you handle these mistakes and your tolerance to forgive others will set the standard for how others are expected to behave, and also set the mood for the new player you’ve invited to your table.
Before we proceed, I do have a small disclosure. If you’re a new DM, be kind to yourself. Like I said, you’re human and you’ll make mistakes. If it’s not in your rulings, it’ll be with handling the passionate personalities you’re bound to attract playing this kind of game. If you’re a new player, don’t sweat the small stuff. Most people are playing to tell a great story (which doesn’t necessarily mean structured or coherent), and forgetting how bonus actions work or forgetting that random racial feature that grants you advantage on saving throws against poison isn’t going to make or break a game. Come to this experience with respect and empathy, and you’ll create a culture of trust where everyone can have fun.
There are also a lot of soft skills I can’t teach through text like this. They come through experience and learning from the mistakes you will make along the way. The kind of actionable advice I can give has to do with creating an environment that reduces resistance to learning what D&D is all about. Through my experience, I’ve found that the easiest way to introduce a new player to D&D is what we’ve coined the Rule of Three: have a three hour one-shot session with characters built to 3rd level that touches on all three pillars of play.
Now I’ve introduced a lot of new players to D&D, and as I write this, I’m reflecting on every time I’ve DM’d a game with a new player, and whether or not their experience would have been enhanced by this simple setup. I’ve thankfully never had a game where I’ve turned off someone from TTRPGs (at least to my knowledge), but I do wonder how a new player’s experience could have been deepened if I approached it with these three conditions.
One more time, if a list is easier to visually process, here are the three parameters:
1. Plan for a three hour one-shot session
2. Have everyone build or play 3rd level characters
3. Include all three pillars of play
A Three Hour One-Shot
The bane of most regular D&D games is scheduling. The more people in the party, the more powerful the scheduling demon becomes and the more likely the game will stagnate and end. This is also why I’ve included this suggestion first. If a new player can’t commit to at least a three hour session, then the likelihood they’ll experience any meaningful play is reduced. That being said, I’ve also experienced games that go WAY too long. A six or seven hour session can be brutal to players (depending on their personality), and asking everyone to block out that amount of time can be prohibitive to some individuals based on their life schedule.
So if you’re a DM, plan for a three hour one-shot. Even if your usual group is in the middle of a long running campaign, it’s okay to take a break with a one shot to introduce a new player (especially if they’re friends with your usual play group). Three hours includes enough time to experience the three pillars of play (one pillar per hour) and for the party to have meaningful interactions with itself or the world.
As this is a one-shot, I would plan for the session to resolve itself before its conclusion. Plan a rough beginning, middle, and end, with wiggle room for if things go awry. After all, that’s what D&D is all about.
A 3rd-Level Character
Level 3 has a certain magic to it in 5e’s design (pun intended). Every character class is guaranteed to have a subclass feature by that level, every character has enough hit points to reduce the chances of a one hit KO, and spellcasters have enough spell slots to play with lower level spells and feel the power their class has to offer. Every character class also gets most of their distinctive features by 3rd level, and most have access to their full action economy. It’s a great place to learn and play without the fear of instant death on a wrong choice.
When it comes to creating a new player’s first character, I would sit down and build the character with them. This way, you know what to expect from their character’s features and how you might adjudicate them, rather than being blindsided by a rule you’ve forgotten and potentially taking time away from their first three hour session.
In terms of ability scores, I’m partial to using an ability score array (especially for a new player), and having that boundary with every player participating in the one shot. This way, the new player won’t feel over or underpowered based on sheer luck at character creation. Everyone starts with the same array, evening the playing field.
When it comes to picking race, class, and background, let the new player make the final choice, but remember that you’re there to clarify what those choices are without overwhelming them. Do they want to play an effective archer? Fighter, Ranger, or Rogue can all work. Do they want to be a nature lover that casts healing magic? Druid may be an obvious choice, but there is Nature Cleric if they want it. Do they want to be tough and sturdy? They may be leaning toward a dwarf or half orc for the race, which are different but share sturdiness as their common trait. In any of these cases, a 3rd level character will tap into the power of those choices and get a feel for the unique character they’ve made.
During this stage, I tend to offer choices found in the Player’s Handbook. While the supplementary material in Xanathar’s Guide to Everything, Volo’s Guide to Monsters and so on is fun and interesting, it can be overwhelming to a new player just trying to build a dude that swings an axe. That being said, oftentimes I’ll have excited players that will do their homework and come to me asking about specific material they’re interested in playing.
“I’ve always wanted to play a khajit from Skyrim, and I think a tabaxi monk would be cool!”
Sure! For cases like this, the only other boundary I have is that we’ll stick to official material for this session. No homebrew or Unearthed Arcana allowed, because they may not give a representative experience of play.
The final great point about using 3rd level characters is that each class’s definitive action economy is present. 3rd level Rogues can attack as an action, and then disengage as a Bonus Action. A 3rd level Cleric can cast healing word before using their action to cast sacred flame (but not bless). A 3rd level Barbarian needs to remember to bonus action rage BEFORE going in for their reckless attack. Although they don’t yet have the best or most efficient features a class may offer, a new player will still understand the distinction between the classes much more clearly than with 1st level characters.
Three Pillars Of Play
Dungeons and Dragons is designed to take players through three different kinds of scenarios dubbed by WoTC as the “Three Pillars of Play”. These are Social Interaction, Exploration, and Combat, and gameplay becomes more structured as we move in that order. In order to have a holistic experience with 5e, a new player should experience all three of these pillars in one way or another.
The easiest should be Social Interaction. Whether haggling with a merchant or intimidating a goblin scout, social interaction tends to be less structured than the other two pillars. Sometimes mechanics come into play, such as through Charisma checks or conditions like charmed or frightened, but often times how a social interaction resolves is up to a player’s approach. Dialogue and role-play are the heart of this game for a lot of individuals, and it’s not unusual for a new player to gravitate toward the “talk our way out of this” approach rather than the “stab it until it dies” approach.
The middle ground of structure is Exploration. Now recently I’ve become acquainted with an up-and-coming YouTube channel called Dungeon Coach (you should seriously check him out and subscribe, he’s got some quality content). He described Exploration perfectly, which is as “encounters and puzzles”. Sometimes, this means discovering a new section or quality of an environment. Sometimes this means solving a riddle or putting clues together. There are many players who are enamored with the world building of D&D, and you may find that you have a new player that wants to explore every nook and cranny of the environment you’ve put them in. This curiosity can be well rewarded with new knowledge about the world, their current predicament, or through additional options they take advantage of in combat.
Combat is by far the most structured pillar of play, and time in the game world comes to a screeching halt when the DM cries “Roll for Initiative!” Combat in D&D is handled in rounds and turns, and on each turn each participant in the combat has only a few options they can choose before the next participant’s turn. Teaching a new player what they can and can’t do on their turn can be difficult, especially if you have a veteran group that tries to generate momentum in a fight’s flow.
One suggestion I’ve seen is having a small card describing what a creature can do with its action. It’s also likely that the player will have bonus actions available, which you can give them friendly reminders on (especially if you helped them build their character). I’ve even heard of DM’s giving players check boxes to remind them of when they’ve used certain parts of their turn, like Movement, an Action, Bonus Action, and maybe even a Reaction. You’ll find each player processes the structure of combat differently. Some need visuals, description, or something tactile they can manipulate (like a mini). No matter how they process information, just remember to be patient. They’re a beginner, and how you treat them as such will define your relationship as Player and DM for many games to come.
So now the game is over! The world has been explored, NPCs have been spoken with, and combat has resolved. The 3rd level characters have completed their adventure together, and everyone is packing up to leave.
Following up is just as important to the D&D experience as the set up, and the closer you can do it to the conclusion of the session the better. I’ve always found more specific questions to be more insightful as a DM. For example, asking which part they liked the best, or what their favorite moment was (as opposed to “Was it good?”). I’ll even go so far as to ask which class feature they liked the best, especially if they were a spellcaster that used several different options.
Asking questions like this will reveal a lot about who they are as a person and a player, and it will help clarify which style of game may suit them best. Sometimes, you may not even be the best DM for the job, but if you have a trusting enough network you can recommend someone who is. There have been plenty of times I get a hardcore role-player in one of my games whose looking for a structured epic narrative and I recommend them to Adamus, as my games tend to be on the sillier side (with some notable exceptions).
Sometimes you’ll have a player give a suggestion. My recommendation here is to be the gatekeeper to your own mind. Sometimes, their advice is well meaning but irrelevant. Sometimes their advice can make everyone’s experience more efficient and enjoyable. Some advice I got that I didn’t take was to make every natural 1 more of a disaster, for comedy. I didn’t like how it made me feel being on the receiving end as a player, so I don’t implement that as a DM even if my players are looking for it. If they want it so bad, they can describe something awful when they do roll a natural 1.
If you do take anything away from this theory crafting, what I would ultimately say is to pay attention to how the environment from play impacts your group’s experience. For a new player, these are the environmental conditions I’ve found to creating a fulfilling first session.
Study Hard, Play Hard.
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