What are the cliched "first session ever" moments?

I think it really depends on your campaign. Figure out what "moments" characterize your DMing style; ask your players if you're not sure. If you like ambushes and surprise attacks when the PCs are resting, throw in a surprise attack. If you like dungeons full of traps, have a dungeon full of traps. If you like elaborate plots and intrigues... well, maybe a simple intrigue (elaborate ones can be a little overwhelming for newbies).

That way your GF will get a good idea what to expect from your game, since it is, I presume, the one she'll be playing in.
 

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That all out of the way, what are those "moments" that a first session should have? What are the cliches? You know - first ten foot pit, first "fight a skeleton in a room slowly filling with water", and so on. What can I throw into a three hour (or so) session to give her an idea of what gaming is?

Some of the ones that spring to mind have already been said... so pardon the duplications

a) something evil you can kill without it being morally gray... undead are good choices

b) A "path" choice that has clear consequences either way.. but the consequences should not be so dire (i.e. Save the life of A or B) that she breaks down over it, but it's about giving her control over decisions and to play them out accordingly.... ie. the damn is about to break, do we go to the damn and try and stop the break (perhaps something is there trying to break it or else a skill challenge) or go to the village and help them evacuate (aka skill challenge). Both options are means to the same end, but let her feel like there was choice in how she went about it and for at least a couple days she might think about "how would it have gone from the other side" or "i made the right choice" etc.

c) tavern, there must be some sort of tavern scene. it doesn't need to be a meet the party or your mysterious contact (though it could be), and could be as simple as "you're getting ready to rest for the night and stop in for dinner ..." blah blah blah, and give the chance for a little roleplay or pick up on some rumors..

d) a definitive goal and reward at the end of the session. unlike your other players that will be fine if it 'gets continued' she isn't planning on being there more than a session. so she should be able to see an objective get played out through the end, including the reward (even if that reward is the heartfelt thank of the villagers whose town was just saved)

e) I actually still remember several of the images I saw when I first played d&d. Because she won't have as many preconceived thoughts on what some of these monsters are (you can say "beholder" or "mimic" and veterans know what you're talking about.. but she'll probably need a really good description of a chance to look at the picture). -- those images will probably stick with her a long time if she's a visually based person.

f) In my own personal experience, new comers who are not sword/boardfighter oriented and have the mindset/personality for things like druid on their first time seem to react positively towards things like pets. So consider a small little bird or tiny cat that stays perched on her shoulder like a familiar. Or, in 4e terms, the animal friendship ritual, pretend that she had that cast at the start and so she has a tiny friend for the duration or something.

g) a little tension (but not overt fear). I don't know about the pacing of your games (i.e. how many encounters you typically have, etc) but find an excuse to take the party until they are starting to feel drained and then push them just an encounter further where she has to start making decisions about resource management and a little tension regarding "darn it, that isn't available, how can i get creative with what i have left" -- but basically, my point, she might get a little bored with the "15-minute adventuring day" since there are essentially unlimited resources, etc. since everything is renewed after sleep between encounters.

h) be sure that her NPC has some connection to the party or adventure (maybe she has some extra knowledge or can serve as the wilderness guide if none of the other PCs are nature-oriented) so that she doesn't feel like a tack-on

i) give her enough information to know who the PC is and how he/she relates to the party and adventure but also give her the leeway to 'make it her own' in terms of personality or making up some inconsequentials about background... and make sure she knows this


She thinks the rules are super confusing, but she's beginning to believe me when I tell her she doesn't need to know them.
(snip)we decided an elven druid would fit the setting, and my girlfriend's general makeup)
(snip)

Slightly off topic, but if she's a complete neophyte AND is already hesitant on the rules, druid is not necessarily the easiest class to understand, specifically because of wildshape and if she starts the whole mindset of "why can't i climb better in monkey form" then you may run into more frustration than enjoyment. Having said that consider a) a different class or b) explain/reword wildshape slightly to be a specific form that this particular NPC can only use- i.e. a panther or wolf, etc -- (rather than any form; and if you give her the daily utilities that allow specifically abilities and applications of wildshape such as skittering sneak, then just describe those powers as being special/new forms that can be used once a day in themselves rather than expansions of the wildshape) that way you have less chance of getting caught by some common wildshape frustration and confusion.

Anyway, just something to think about. Sorry for the thread drift. We now return you to the regularly scheduled thread already in progress :)
 
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The only thing I can suggest is to be sure to give her a few moments to revel in her first kill and receive high fives from the other players.

If you play with the appropriate miniatures, set aside the one used as her first kill and then present it to her at the end of the session as a memento.
 


Allow her to make very inappropriate come-ons to the tavern wench until the wench caves in and takes her up to her room.

Well...I know this is how it works with a dude. I'm not so sure if the women respond the same way in their first session. :p
 

Meh, taverns are so passe. =P

I think the most important thing to accomplish in one session is pure and simple: Make the player feel like they're heroic, and make them feel like they can change the story. If you can achieve that, you pretty much win at D&D!

To that end, the best session I ever DMed was a war zone. Each PC was assigned a unit that that they looked after, and all the NPCs on their side were weaklings. (compared to the players anyway) So when the player rolled particularly well or did something particularly cool, their unit would "ooo" and "ahhh" and attempt to mimic the PCs.

That session was particularly awesome because my players went a step further and deeper characterized the individuals within their units. That night the players themselves created like 10+ awesome NPCs for me. It totally altered the storyline I had in mind for the campaign, and I loved it. Good times. =)
 

Allow her to make very inappropriate come-ons to the tavern wench until the wench caves in and takes her up to her room.

Well...I know this is how it works with a dude. I'm not so sure if the women respond the same way in their first session. :p

Eh, women like imaginary sex too. My experience is that it's fairly common (though certainly not universal) for first-time female players to want to "vamp" NPCs, either for the party's advantage or for their own entertainment.

Of course, being her boyfriend, you have to be careful not to give the impression that you're cutting her special breaks if she does this. :)
 


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