D&D General How to Start a New Player?

I agree with all of @payn ‘s comments so I won’t repeat them.

The one point I’d add is with respect to pregens is that using them depends on the circumstances. They only have one afternoon to be initiated into the hobby? Go with pregens. They are the only new player in the group and can’t make the character ahead of time? Pregen. You are running a very thematic one-shot? Pregen. You have time to meet with them or the group for a session zero? Custom.
Yeah, making your own character is a fundamental aspect of the game.
 

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First, I'm a jerk. I have strong opinions about D&D and the TTRPG hobby. Most of the time my opinions are unpopular even amongst the most enthusiastic fans. Sometimes it's questioned if I even enjoy gaming at all.

To jump to the current situation and topic at hand. I've been asked to introduce a new player to D&D. She is enthusiastic about the hobby, watches Critical Role, etc., but has never played. It's important to me to try to put my biases aside and give this person a fair chance to fall in love with this hobby. I don't want my grognard, anti-WotC, anti-5E mentality to push away someone who could become a lifelong fan.

You on here wouldn't want that either, I'm sure. So I want to listen to your feedback and tips to help me get out of my own head and be welcoming to this enthusiastic new player. (She is a coworker of some of my other players.)

Any other tips you'd recommend?
This is exactly the situation where I think you should ask that young woman who tried out Dungeon Mastering several months ago-- the daughter of one of your players I believe, and the one that you wanted to corrected her on all of her mistakes because you didn't like playing the way she was running it-- if she would be interested in running a game for someone new.

I would suspect that young woman would enjoy running a game for another young person... both of whom would not be dealing with pre-conceived notions about what should or shouldn't be done. As Matt Colville said in one of his first Running The Game videos... the game might ultimately stink on an "objective" level, but none of the players or DM will know it or care because they will all be learning their parts of the process at the same time and will think it's awesome.

Let these new players learn what it means to play and run roleplaying games together. Don't feel like you need to just because you always sucker yourself into doing it. Especially when you don't like the game you do it for.
 

First, I'm a jerk. I have strong opinions about D&D and the TTRPG hobby. Most of the time my opinions are unpopular even amongst the most enthusiastic fans. Sometimes it's questioned if I even enjoy gaming at all.

To jump to the current situation and topic at hand. I've been asked to introduce a new player to D&D. She is enthusiastic about the hobby, watches Critical Role, etc., but has never played. It's important to me to try to put my biases aside and give this person a fair chance to fall in love with this hobby. I don't want my grognard, anti-WotC, anti-5E mentality to push away someone who could become a lifelong fan.

You on here wouldn't want that either, I'm sure. So I want to listen to your feedback and tips to help me get out of my own head and be welcoming to this enthusiastic new player. (She is a coworker of some of my other players.)

Some specific questions...

5E or 5.5E?
Or Shadowdark?
Start at 1st level or 3rd?
Should I try to streamline the character sheet?
Pregens?
Should I try the Starter Set? (I'm concerned because it's not really like how the actual game is played - with cards and components that don't really support the rest of the experience outside the starter adventure.)

Any other tips you'd recommend?

Since she came to D&D through Critical Role, I would introduce her to 5.5E. (Her peer group is likely playing that version). Alternately, since it appears she favors roleplay over mechanics, perhaps Daggerheart would be her cup of tea.

Definitely start at level 1. New players should get the full experience. Again coming from CR, PC power/abilities are likely not her priority.

Don't streamline the character sheet without telling her that it has been streamlined. Otherwise she may get an unpleasant surprise with her next group.

One of the best ways to learn game fundamentals, IMO, is through character creation, so no pregens.

Given that the starter set is different from the regular game, I wouldn't use it. No sense in having her relearn certain mechanics.

Also, dispel any notions that all DM's run the game like MM.
 

This is exactly the situation where I think you should ask that young woman who tried out Dungeon Mastering several months ago-- the daughter of one of your players I believe, and the one that you wanted to corrected her on all of her mistakes because you didn't like playing the way she was running it-- if she would be interested in running a game for someone new.

I would suspect that young woman would enjoy running a game for another young person... both of whom would not be dealing with pre-conceived notions about what should or shouldn't be done. As Matt Colville said in one of his first Running The Game videos... the game might ultimately stink on an "objective" level, but none of the players or DM will know it or care because they will all be learning their parts of the process at the same time and will think it's awesome.

Let these new players learn what it means to play and run roleplaying games together. Don't feel like you need to just because you always sucker yourself into doing it. Especially when you don't like the game you do it for.

I did just read that up, but I do not think that would be a good way to start. There are beginner errors and bad GMing techniques. And GMs changing rules as they see fit is not a beginner error, its a type of GMing which also many old DMs have which can be really unenjoyable especially for people used to having fixed rules from other games.

And also a beginner recognizes a good GM vs a not so good one. The first experiences being fun makes a big difference.


Sure having young people play together can of course be an advantage! I think I can understand that point and thats a good idea, but not if the other person still has this "adversial" GM style.
 

I did just read that up, but I do not think that would be a good way to start. There are beginner errors and bad GMing techniques. And GMs changing rules as they see fit is not a beginner error, its a type of GMing which also many old DMs have which can be really unenjoyable especially for people used to having fixed rules from other games.

And also a beginner recognizes a good GM vs a not so good one. The first experiences being fun makes a big difference.


Sure having young people play together can of course be an advantage! I think I can understand that point and thats a good idea, but not if the other person still has this "adversial" GM style.
I disagree 100%. Bad or new players do not know bad or new GMs because bad DMs are only "bad" when in comparision to other DMs they have played with. And if you have no point of comparison, you don't know what a "bad" DM is. Instead, those are just "DMs".

And besides which... a new player who learns their game with a DM who changes bad or unnecessary rules just becomes that player's way of learning how RPGs work. And personally, I think learning that is a boon. The whole "playing only RAW" style is a playstyle I can't wait to see fall by the wayside.
 

Ouch.
I do appreciate the honesty from our site owner (and others) who have suggested I leave the hobby.
Thanks for all the suggestions, folks, but this might be the main takeaway.
Don't put up with that kind of disrespect, whether from Morrus or anybody else. Stepping back for a while because of burnout and needing a break, and getting advice to that effect, is different from being told to leave the hobby.

Now, my advice is to go with the most recent edition of D&D you've got, whether 5e or 5.5e. It'll be a close-enough match to what they play on Critical Role that she'll have a context to work with.
I'd start with first and a very brief adventure context then level her up to second upon completion of that mini-adventure. Then she can get a first taste of D&D's periodic dopamine hits.
Do some character gen and don't streamline the character sheet.

Is she going to be playing solo with you or will there be other players? If solo, give her an assistant NPC - someone toting around an extra healing potion or other healing ability to help her if she goes down in a fight. Also, maybe set the adventuring context to be something in which she's more likely to be taken prisoner (maybe for ransom?) than outright killed by some dumb beast. Then, if a fight goes badly, you've got a potential escape scenario to go to.

I think you'll have to make sure that she knows that she shouldn't expect players to be as into-character and attentive as Critical Role. That's a product of making an entertainment product out of the game they're playing and it imposes some restrictions on how they play - most groups are WAY more casual.
 

I disagree 100%. Bad or new players do not know bad or new GMs because bad DMs are only "bad" when in comparision to other DMs they have played with. And if you have no point of comparison, you don't know what a "bad" DM is. Instead, those are just "DMs".

And besides which... a new player who learns their game with a DM who changes bad or unnecessary rules just becomes that player's way of learning how RPGs work. And personally, I think learning that is a boon. The whole "playing only RAW" style is a playstyle I can't wait to see fall by the wayside.
I think that kind of issue, the one Retreater wrote about with the newbie DM, works best when the DM and player(s) already know each other - like when we were a bunch of kids immaturely mucking about with our games and changing rules without really thinking through the implications. There's a degree of forgiveness and flexibility in the relationship that I'm not sure is there with people meeting and playing for the first time.
 

I think that kind of issue, the one Retreater wrote about with the newbie DM, works best when the DM and player(s) already know each other - like when we were a bunch of kids immaturely mucking about with our games and changing rules without really thinking through the implications. There's a degree of forgiveness and flexibility in the relationship that I'm not sure is there with people meeting and playing for the first time.
Heh... well I know I'd rather be a new player learning D&D with a new DM that I didn't know very well but who was excited to do so, rather than playing with a DM that I did know but for whom the whole concept of running D&D was a burden because it was a game they didn't like.

Teaching a game one doesn't like merely out of some sort of obligation or guilt they feel is not going to do anyone any good.
 

I'm not understanding the desire to start a non-D&D/D&D adjacent game like Shadowdark for a new player who wants to learn D&D. They want to learn D&D. Show them D&D.

And if they're new, they're gonna wanna learn D&D5.5e because that's what most of the people around them will be playing.

This wasn't a request to "show them how to play a game you like" was it?
 

My suggestion is to begin with something short and simple. A basic five-room dungeon is a good starting point for a new player. Matt Colville's Delian Tomb is a good example, but I'm sure you could whip up something. I do think that the new 5.5e starter set is excellent, but it's a bit much for someone who just wants to dip their toes in and see if they enjoy the game.
This is what I was going to suggest. If you want more roleplay just add some of a town like Phandalin to the start. I rand this adventure and found color maps online for free to print out for battlemaps and such to make it easy for a group of 12 year-olds to play.

A lot depends on how much time you and her are investing to try the game out. A few hours, then maybe some pregens and let her pick one she likes and get on with an adventure. If she wants to site in with a few others and might come back then work with her for a PC and run something where it can be expanded to add more. I like the idea of starting in Phandalin and if she likes things, then add more of the Lost Mines adventure or Icespire Peak. You can even pre-play some if others are involved and have her come early and make a PC and go through some town things where she can make a few skill checks and simple encounter with a NPC or another player coming to aid if needed.

Like you said, the important thing is getting her to like the game and want to come back. Good luck.
 

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