• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Running D&D for Brand Spanking New Players

beaumontsebos

Adventurer
Hi all,

I'm DMing a 5E game with some older folks that have never played an RPG before. I've been playing since AD&D back in the day, but I've never introduced the game to people that have no clue about the game or role playing at all.

This will more than likely just be a one-time thing, so I'm running a simple published adventure and got some level 1 pregen characters for them to choose from.

I have some ideas of how to get the game going, but I was wondering if maybe you all had a few words of wisdom to make it go smooth.

Thanks for any advice.
 

log in or register to remove this ad

When I DM for new people (especially a full group of new people), I try to get them to understand the essence of their PC (without the rules). For example, I ask them understand the ideas that make up their race, class, background, their ability strengths and weaknesses, but I make sure that they don't get bogged down by the rules or numbers. Then, I tell them that when they play, they should think like their PC and make decisions based on what their character would think and do. I tell them that I'll tell them what to roll when and I'll tell them any rule they need to know as it comes up in the game.

I make sure that the players introduce their PCs to the others too.

From there, I launch them into the game and make sure to be clear when I prompt each player for a reaction to each situation. I try to keep turn order even outside of combat so that all the players get equal time and they learn to take turns rather than shout out what they do in chaotic fashion.

That's pretty much it. I actually find that new players are really fun to DM because they have no predetermined understanding and they don't care so much about the rules. My favorite moments DMing usually come when players just make decisions and let the dice fall rather than pre-calculating and paying too much attention to all the rules, probabilities, etc.

Enjoy it and best of luck.
 

It wasn't too long ago I DMed some newbies and it went well.
1st level was like a practice level where I would interject when necessary like if one of them was going to do something really stupid unknowingly, or if they got confused with what they could or couldn't do, I'd let them have a do over.
2nd level was like playing with training wheels on where I would still guide them or give them hints when needed, but wouldn't completely interject.
By 3rd level, they were on their own.
 

Think about how you will help them sort out the dice. In my experience, identifying the dice is a struggle for new and not so new players, and it can rattle players that they still don’t have it sorted out. If no one at the table is colorblind, maybe you could get dice that are color coded. (All the d20s are red, the d12s are blue, etc). Or some other system.


Sent from my iPhone using EN World
 


The last time I had a group of complete newbies I started with a common trope - you're in a caravan and have either been hired or signed up as a guard because it's safer to travel that way.

By doing this I could have a fairly limited number of NPCs, very clear threats (goblins attack the caravan), a story teller who could fill them in on regional information if they wanted (not all 100% accurate of course), etc.

One of the encounters was a rich woman who's dog Frufru had run off, could they please go find her? That gave me an opportunity to show off role-playing, but then led to a simple "how do you use your skills" set of scenes to track the dog and to explain marching order, stealth, etc. When the party spotted the goblins in the distance roasting a small animal they were introduced to ranged attacks, difficult terrain (shortest distance was over a small river, through some brambles) and coached them through their options. During the first combat I walked the through a bit of "what are your options" if they looked stuck, etc.

In other words, typical opening adventure stuff. I did spend a little more time walking them through options and made sure the goals were clear. Other than a physical description, I didn't force anyone to share any background or personality - just let them tell the group what they would have told travelling companions.

I really enjoyed playing with them, it was a lot of fun when they started getting into it. That and I didn't have that guy that's looking up the monster and saying "On page ___ of the monster manual it says they ___, not ___.", even after the nth time I told him that I customize monsters and please don't look them up during the game. Just people having fun doing a little RP and rolling some dice.
 


Have fun! I love running D&D for new players. I second what everybody else here has already said. I am particularly a fan of keeping players in loosely based turns at all times. I think this really helps to ground the player in the world of their individual character. What is your character doing right now?
 

You may want to plan on the first encounter/fight taking longer than thought. Players will ask a lot about dive and what to add where. Having pre-made characters will help. You also need to know the expectation of time you plan on playing for. If it is 2 hours or 3 hours you need to plan on how many fight encounters you need and how many social encounters to have.
 

Now in a slight twist, last time i was running a PC in a game that included a brand new to rpg player running a barbarian with a group of more ecperienced players i had an odd moment. The barbarian was having some friction with the others. Just accumulting issues of not doing things the way expected. So the barbarian was on the verge of leaving and others were not sure how to handle it in a typical adventuring party style.

Then my dwarf hired her. Sat down, said he wsnted her as his bodyguard and soldier
Weekly pay plus share of loot etc. Got the others to agree she was still counting as party nember (which later some grumbled when we voted for group decisions but they could not argue with her kills.)

Net result by providing the player and the character with a very specific known framework (boss employee) it helped that early transition until she had her feet under her.

One of her best lines of late career was "i am not in charge, wont be the leader. Not gonna happen ever. Now this is what we are going to do,.."


Sent from my [device_name] using EN World mobile app
 

Into the Woods

Remove ads

Top