This is a bit of an aside, but I think one major reason D&D has remained dominant is that every edition has featured the dungeon adventure. While D&D can support many types of campaigns, the dungeon crawl has always been central, and for a new referee, that’s almost ideal.
Why? Because the dungeon offers a clear, manageable format that demonstrates what tabletop roleplaying is about without overwhelming a novice. It’s structured enough to provide guidance but open-ended enough to allow for creativity and player choice.
Take a sheet of graph paper.
- Draw a maze with rooms.
- Fill some with monsters, some with treasure, some with traps, some with oddities, and leave a few empty.
- Need more content? Just add more levels and connect them.
- Need support? Use monster-by-level tables and treasure generators.
If you follow the examples and fill a single sheet with rooms and passages, you’ve got an adventure that offers exploration and decision-making but is easy to prep and run. A new referee can understand the setup and get going within hours of opening the box.