[RPG] How to explain how to play D&D to new players without them falling asleep from boredom

dnd-5enew-playerssystem-introduction

Some of my friends just started playing Dungeons & Dragons [5e] for the first time and don't know anything about how to play. I have tried explaining to them the things that are completely necessary and teach them the rest while playing but I could not get them to understand. None of them have a players handbook and they can't afford one and they really want to play. I really want a simple way to explain the basics and since I have a habit of explaining things in ways that are much too complicated. I have already told them the basic rules so all I need to know is a simple way to explain how to play.

Best Answer

I DM for new players alot, and even play with my wife and 8 year old daughter. Boredom is the enemy, even with seasoned players. If a player gets bored, you lose them. Keep things moving, even if it means handwaving some things.

I make a point of trying to know as much about the rules as I can, so my players don't have to. I mean, I want them to pick up the rules, and know what to do next; but I don't want them to HAVE to know. I want them to be able to say "I want to do X", and be able to say, "great, to that roll a D20 and add..."

Session 0 for New Players

I don't session Zero for parties of new players. I talk to them individually, and ask them to tell me about the character they want to play. I introduce the idea of class and race, and suggest one that matches the vauge ideas they may already have.

Like if I hear "I want to have a magic sword and be really tall"; I'll tell them "that sounds like a Goliath Paladin. A Goliath is a small giant race, and Paladins are holy warriors or principled knights that infuse their weapons with 'smites' to make their attacks more powerful."

I won't have the roll stats, or pick spells. I'll give them one of hte WotC pregrens, or I'll do character creation between meeting with them, and the first session. I'll use the standard array and put stats where it makes sense based on what they told me about their ideas. If it is a wizard, warlock, or sorcerer I might have them pick spells with me during the meeting; but other subclasses that choose spells I'll typically grab what makes sense with their narrative and stats wise.

If they end up liking the game, but not the character; they can build a new one after the first session.

Don't Lecture

What I try to do, is take a "learn as you go" approach. similar to how they learn video games. I start by saying something along the lines of:

This is like a video game and choose your own adventure story put together. Except you can TRY to do anything. I'll describe what the world around you is like, and you tell me what your player tries to do in response.

I make sure to make clear that the sheet of paper is your character sheet, it's the numbers about how good they are at different stuff. It is just information they will need at times, but don't worry about that until I ask you to do something with it. Then

Jump Right In (Video Game Style)

I jump into the prologue for the first session.

So, you are sitting in a run-down tavern, the smell of old spilled ale perfumes the air. It's a crowded tonight, and the house band is starting a new set. You have the feeling you are being watched.

Like a video game tutorial, I slowly introduce concepts, by giving them an opportunity to try it.

Do any of you look around to see if you can find out why you have this feeling? Great, you two do, you're going to make a skill check for perception. This is a 20 sided die, when you make a skill check (or an attack) you'll roll this and then add your "modifier" for the skill from this box here to see how well you do. What did you roll? And then, add that. So, you got a 3, you see there are a lot of people in the tavern. And you, you got a 15, you can see a hooded figure in corner is watching your table with interest. They look away when you look at them. What do you do?

Combat

Even if you did lecture, the first combat with new people takes a long time, and they are level one so the first enemies they run across are likely going to be a monster for every party member, and all be 1 HP AC 10 or AC 12 creatures. I want the monsters in this first fight to die in one hit, but there to be a alright chance that someone might miss the first time. This is one point I pull out my regular games favorite minion minis -- gummy bears. Whoever kills it, eats it.

You stumble on some really small angry green goblin looking creatures that come running out the forest at you. They appear to be ready to attack you. We're going into rounds now, so I need you all to roll initiative. We'll do this for any combat situation and some special challenges, too. To do this, you roll your 20 sided die, again we call it a D20 for short, and add the number in the initiative box, right here on your sheets. Everyone has to roll, and I'll roll for the monsters.

That first combat, even though it is only single hit characters, will take a long time. You should explain up front that this combat will be slow because everyone is learning, but during other people's turn is a great time for them to think about what they might do on their turn. Letting them know on the first person's turn about the action economy. Use the game terms for things as they happen, let them get used to hearing "action, bonus action, movement." Remembering to ask, "Do have a bonus action?" and "Do you want to move anywhere?" and letting them know "If you move, you'll be open to the monster taking an attack of opportunity."

At level one, the options are easy for most of the players as all a lot of characters can do at level one is "I hit it with my X" or "I cast firebolt/Eldritch Blast at it". Spellcasters may have a lot more to consider, but they will still have one "go to" attack. Even still, remember to give color to the attack, like "You slice down into the green rubbery skin...", or ask for color "What does your firebolt look like?" to keep the game feeling like the game even with the added tutorial.

That ended up longer than I meant.