Li Shenron
Legend
Dunjin said:I'm starting a new game with a group of people who are complete newbies. My girlfriend has played with me in another game for a while now, but she's never been into it enough to really get with the rules, and only one other player has ever played even once.
Any pointers on making a game for complete newbies? I know I can't expect them to know D&D tactics and the like, so should I plan encounters specifically to teach them about things like Flanking and such? Or should I hold a tutorial session to show them the basics, even though that might not be as much fun as just starting into the game?
Any anecdotes/insight/advice are appreciated.
The first time I played 3ed I had to be the DM in a party of 6, two of which were 100% new to RPing, 2 were mildly used to play RPGs but never played 3ed and the other 2 were new to 3ed but veteran champions in old D&D editions (well... one was REALLY champion of the national AD&D Italian tournament 1998, which he won with his team "Warriors & Wizards" and got the special jury prize as "best player in the finals"

I try to summarize my own suggestions, but I am quite rushing now and didn't read the other posts... so I apologize if I repeat something, in the case of which just think that if it was said twice it may be a good suggestion after all

1 - start at level 1 and let players use only PHB material: there is already a lot of stuff there and it's all new for them, adding more may just get them lost
2 - let them choose their chracter by their imagination, don't tell them stats or special abilities before they have chosen, or they'll start thinking "this is stronger, this weapon is better..." and you'll never start playing; instead, just tell them the 7 races and the 11 classes, say few words for each ("The Paladin is a champion of faith, devoted to destroy evil by sheer force") and link them to famous movies - everyone has seen LotR

3 - once they have chosen who they want to be (at least class & race), give them a char sheet each and instructions to all step by step; don't even mention what is beyond level 1
4 - use PHB starting packages to quickly choose details: if one doesn't like the sword and want an axe, you know what to switch it for, don't let them start reading weapon charts, but rather let them choose from the mental image they have of their characters (obviously compatibly with proficiencies)
5 - don't tell them combat rules. At the first combat, just let them roll initiative and tell them in a round they can attack+move or cast+move. Don't tell them about special attacks, but be prepared that before round 2 someone will already ask you if he can trip, grapple or try something different. Except spells and other supernatural stuff, a player can easily figure out from reallife what his PC can do and how difficult it is
6 - you can either run a dungeon crawl or a simple story, there is no problem, but keep the story simple (and tell the players that is it, if they start thinking absurdities like everything is not what it seems)
7 - use low Int monsters which don't always take AoOs and don't always do the right thing
When I ran my first game, I didn't use AoOs, but now I don't think I would do it again. It's not so complicated after all. But don't explain beforehand: they will get confused and definitely won't remember all the rules until they need them, when you have to explain them again. Really keep in mind point 5: players can just think what they want to do, let them tell you, and then correct if it goes over one round worth of actions.