Help me sell D&D to newbies!

Of Sound Mind is a great, great adventure. I can't wait to run it for the group that I started with The Burning Plague (they are only 3 in size, and I wanted something a little easier to start with, something that could be done in one day).

I also like Wizards Amulet.

Sorry, I have no idea how to get someone to actually play, other than asking them and convincing them it is all about hanging out, talking about what is going on, and pretending to do really cool things.
 

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Nightfall said:
*recommends starting them out with A Wizard's Amulet*
My first session with my players (all newbies) was A Wizard's Amulet and they had a blast. Not difficult for newer players at all (gives you options to scale the difficulty also). It comes with a premade for every class. Best of all, ITS FREE!

Edit: You can always start them out on "The Basic Game." My players didn't like the idea of playing once a week, till they started having fun :)
 

Well, if they're on the fence about playing, all I can say is tell them to try it once and decide from there. Past that, it's just an issue of how persuasive you are.

Once they agree to play, the good ol' "KISS Principle" applies here, the one about keeping it simple. Create characters, someone asks them for help, characters go beat up weak forces of evil. If they like, tell 'em that tactics, plots and characterization can get as complicated as they want to go or remain as simple as they like.

Then they decide if they want to keep going, and one way or the other, it's settled.
 

Thotas said:
Once they agree to play, the good ol' "KISS Principle" applies here, the one about keeping it simple. Create characters, someone asks them for help, characters go beat up weak forces of evil.

I strongly recommend against having new players, particularly a complete group of new players, create characters. Forcing them to spend an hour in preparation for the game is not an ideal beginning.

Far better, IMO, to present them with a selection of pregenerated characters to start with, and go from there.

I also recommend against using 1st level characters in that first session. There would be nothing worse that to see that first character slain in his first round of combat, before he even gets to act, and that's a real possibility at 1st level. Better, IMO, to start at 2nd or even 3rd level. (In fact, anywhere up to 5th level is doable, although lower is probably better.)
 

I totally disagree. New players should start at 1st level. How do you expect them to understand all the options open to them at higher levels?

KISS applies to the abilities of the characters also, not just the challenges they face.
 

Paint the walls black, light some spooky candles, have eerie items hanging from all the walls, and dress in silly costumes (and wear bad make up).

That will draw the crowds. They'll be your friends forever.

Seriously? I haven't a clue. I've never been in that situation before.

Dave
 


Lots of good ideas here, and this thread has taken on more life than I'd thought it would...

When I get the chance (didn't quite work out this week), I think I'll go with some pregen characters. And to start, some sort of one-shot, like Burning Plague or Wizard's Amulet. (I have the 2004 basic game with the black dragon, but I didn't find the dungeon to have much of a plot past the first couple of encounters.) After that, I guess I can think about some sort of short, easy campaign.
 

If you have the basic game with the black dragon, it isn't hard to add to the plot. I'll see if I can find my notes.

The beauty of that is the tiles and minis, the hard thing is recreating those great tiles on some other adventure you run.
 

Freyan,

And maybe some day down the road, after they've experienced the fun, you can start them out on an adventure path. Which one, is up to you.

But definitely try Wizard's Amulet. I know someone posted their enthusiasm for it, and I feel it's well deserved.
 

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