I am a somewhat new DM (I have a little experience DMing simpler RP games, but have never DMed for D&D 5ed yet).
I am planning on starting a smallish campaign with friends who have never played any kind of tabletop role playing games.
My plan is to just help them quickly create characters, then diving right into the game and explain mechanics as we go.
What is your advice is on the initial speech I give them as an introduction to D&D and tabletop gaming?
I'm thinking of things like: "the DM is not your enemy", "we create the story together", "you are free to do almost anything", what else could I include to this TL/DR for new players?
Tell them that they're free to try anything, even if it's not specifically mentioned in the rules. Crazy stuff will be tougher to pull off of course, so weigh your risk vs. reward. Even still, failing can be just as much fun for the story.
I describe it as an improv storytelling game. The DM and the players riff and build off each other as they create a story and a setting and characters. If your friends have any theater experience, they should be able to grasp that concept pretty easily.
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"We're the perfect combination of expendable and unkillable!"
Welcome to D&D where the points mean nothing and there is no winner.
A collaborative story telling adventure where the heroes are the players and the DM is everything else. The books are the guidelines, the imagination is the driving force, and no matter how silly the idea, there's almost always a roll for that. Last, but not least, the DM has no control of what's going on, it's up to the players to make the story happen, the DM simply resolves action and consequence.
"You have a character that you decide the actions of, as do the other players, and I make up the rest of the world around you guys. Through me setting up environments and scenarios and the rest of you deciding what to do in them, a story develops. When the story reaches a conclusion, we can start a whole new one."
What I say about D&D specifically:
"Your character, along with the other players' characters, are the ensemble cast of a fantasy story. There will be monsters to face, princesses to save, dragons, magic, dwarves, elves, and all sorts of other fantasy tropes involved."
Welcome to D&D where the points mean nothing and there is no winner.
A collaborative story telling adventure where the heroes are the players and the DM is everything else. The books are the guidelines, the imagination is the driving force, and no matter how silly the idea, there's almost always a roll for that. Last, but not least, the DM has no control of what's going on, it's up to the players to make the story happen, the DM simply resolves action and consequence.
I think that its good to talk about the social contract that is roleplaying games, that is not about the destination but the journey and what you are planing for your campain.
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I am a somewhat new DM (I have a little experience DMing simpler RP games, but have never DMed for D&D 5ed yet).
I am planning on starting a smallish campaign with friends who have never played any kind of tabletop role playing games.
My plan is to just help them quickly create characters, then diving right into the game and explain mechanics as we go.
What is your advice is on the initial speech I give them as an introduction to D&D and tabletop gaming?
I'm thinking of things like: "the DM is not your enemy", "we create the story together", "you are free to do almost anything", what else could I include to this TL/DR for new players?
Dungeon Master – MelGon's Tales from the Yawning Portal
Hawk of the Night (Hawk) – Level 2 Tabaxi Ranger – Swift's Storm King's Thunder
Lavandula Angustia – Level 1 Tiefling Rogue – LMoP campaign, DM: novaskyr
A game that is based on imagination, creativity, teamwork and storytelling.
Tell them that they're free to try anything, even if it's not specifically mentioned in the rules. Crazy stuff will be tougher to pull off of course, so weigh your risk vs. reward. Even still, failing can be just as much fun for the story.
#OpenDnD. #DnDBegone
I describe it as an improv storytelling game. The DM and the players riff and build off each other as they create a story and a setting and characters. If your friends have any theater experience, they should be able to grasp that concept pretty easily.
"We're the perfect combination of expendable and unkillable!"
Welcome to D&D where the points mean nothing and there is no winner.
A collaborative story telling adventure where the heroes are the players and the DM is everything else. The books are the guidelines, the imagination is the driving force, and no matter how silly the idea, there's almost always a roll for that. Last, but not least, the DM has no control of what's going on, it's up to the players to make the story happen, the DM simply resolves action and consequence.
What I say about how to play a role-playing game:
"You have a character that you decide the actions of, as do the other players, and I make up the rest of the world around you guys. Through me setting up environments and scenarios and the rest of you deciding what to do in them, a story develops. When the story reaches a conclusion, we can start a whole new one."
What I say about D&D specifically:
"Your character, along with the other players' characters, are the ensemble cast of a fantasy story. There will be monsters to face, princesses to save, dragons, magic, dwarves, elves, and all sorts of other fantasy tropes involved."
“Do you want to play pretend? It’s awesome!” I pull out dice, we play for nineteen hours. Is it not that easy for other people?
I think that its good to talk about the social contract that is roleplaying games, that is not about the destination but the journey and what you are planing for your campain.