Need to explain D&D to potential players--Help!

johnsemlak

First Post
I'm meeting some potential players this weekend, and I need to explain D&D. They seem keen, but as I understand, none of them, or most of them, have not played D&D in any edition.

They seem more familiar with CCGs and fantasy computer games such as Heroes of Might and Magic (though, not I believe, a CFRPG like Baldur's Gate).

I plan to DM 3rd Edition.


Any advice?




I thought about breaking down D&D into the essential concepts one needs to understand in order to play. Here's my list of such:


General concepts
Player
DM
Dice

Game concepts
PC
Adventure
Campaign
Setting
Treasure
Monster
Trap
Combat (brief overview)

Character concepts
Class
Race
Abilities
Level/XP
Skills
Feats
Spells
Hit Points
Armor Class
Weapons
Armor
Alignment
 

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Wow! I'm in the same boat I will be watching this post!

I plan on explaining while we are on the roll. I'm going to have them tell me what they want to do - fight like a knight, cast spells, be a combination, or sneak around and backstab. I'll help them set up the characters and just start running. My first adventure will be kind of like one of those old fantasy quest (or pick a path novels).

I'm open to suggestions - and I look forward to the dialogue here.
 
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pogre said:

I plan on explaining while we are on the roll. I'm going to have them tell me what they want to do - fight like a knight, cast spells, be a combination, or sneak around and backstab. I'll help them set up the characters and just start running. My first adventure will be kind of like one of those old fantasy quest (or pick a path novels).

I have thought of that, simply having them tell me what they want to do and going from there.

Would it be a good idea to run a short, sample adventure, just for practice, before players make their campaign PCs?
 

Well, I haven't that much experience intiating new players to the game (maybe ten at the most) so you should take this with a grain of salt. In my limited experience, I have found that most new players have already a lot of stuff to understand with the meaning of all the numbers on their sheet, the funky little dice, and the concept of interactive storytelling. My advice, for the first couple of games keep it simple. Make the adventures about certain aspects of the game : a few combats, use of skills, etc. When they seem to be getting comfortable with the concepts, then you can start the campaign per say. It has worked for me in the past :D .

Good luck to you both.
 

tell them to pretend they're there. ask them what they'd do. then show them how the game handles that. after four or five sessions they'll be fine.

just like therapy. :)

joe b.
 

I wanna cast a spell.

I wanna cast...

MAGIC MISSILE.

Here's how I teach newbies (since I do it every year for the school RPG club):

1)Tell them what an RPG is. Explain roleplaying, then explain that it becomes a game because whatever the characters try to do, if it is important or they might fail, is resolved by some sort of made up mechanic that accounts for luck (dice) and skill (stats).

2)Go over what you mean by:
Character (PC)
Player
DM
Session
Adventure
Campaign
Dice notation(it's easy to forget that not everybody knows what "2d4" means)

3) Having introduced them to character, you now tell them about:
Race
Class
Ability Scores

4) The Mechanic: The d20 roll
-general roll: d20 + modifiers to beat a DC (this is why teaching 3rd edition is a dream compared to first edition)
-Ability checks (start with what they're familiar with)
-Skill checks (introduce skills- ranks, max ranks, ability mod, class and cross class, synergy, armor check)
-Saving throws
-Attack Rolls (DC = AC, Base Attack Bonus, ability mod, magic, masterwork, mention cover but don't explain it, touch attacks)
-Initiative
-Mention but don't bother explaining spellcaster level checks

5) Odds and Ends
-Spellcasting (spell levels, spells per day, difference between sorcs and wizards, hit a few sample iconic spells [MAGIC MISSILE, in honor of Galstaff, sorcerer of light])
-Feats (feats allow you to break the rules or give you bonuses)

6) Play a game with them. This cannot be underestimated. You should always play something short and sweet with them. Be patient, and don't overwhelm them. Remember KISS here. Your best adventure for this is probably The Burning Plague off of Wizards' site. The Wizard's Amulet, on Necromancer's site, is also supposed to be superb for this purpose. Gorgoldand's Gauntlet is a personal favorite, but doesn't seem like a good opener for newbies, as it doesn't give them much chance to get used to normal combat and such.

-Have premade characters for the game. Character generation takes too long. Make simple character sheets with only the pertinent information.

-Be a little loose with the rules. Play encumberance fast and loose (if they carry something really heavy, then just assign a penalty without getting bogged down by the exact numbers).

-Use the game to introduce any new rules IF it won't slow it down too much. For instance, cover, concealment, and trips would be your prime candidates here. No grappling unless the players try to do it, and just run it, don't explain it.

-No wizards. Use sorcerers so that they only have to know a couple spells.

-Run it at 1st level. Nothing else does your first playing experience justice. Use a 16, 14, 13, 12, 10, 9 distribution, since this is a one shot, so they'll get to experience one really good stat and one slightly low one.

-Try to make sure the players know that they are good guys, at least this time.

Finally, and most importantly...
Roll to see if they're getting drunk.
 


I'd be leery of explaining flavour of any kind, like "You can be a fighter, or a sneaky guy". I'd prefer to let people choose their own concepts, and then help them do it. D&D can be insanely flexible if you let it, but being too restrictive on the rules at the start might be a bad idea. I don't have much else to say, really.
 

Good advice above.

I'd recommend you get them into the game with a short adventure & basic character statistics, so they get the idea. (Wizard's Amulet is good for this, though I dislike the "someone must play the sorcerer" approach).

Then let them either continue with the character they have, or make up campaign ones -- but to start with, have them describe the type of character they want, and you show them how to fit the game mechanics to it.

"I want to be a wild and crazy man who drinks ale all the time and decimates his foes with a giant axe" -- Barbarian or fighter.

"I want to be Legolas." :rolleyes:
 

A great intro would be to run them through the D&D Adventure game. They each can play one of the Iconics and the adventures (five in all I believe) slowly introduces them to the combat system.
 

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