I'm new to TTRPGs, and while I'm a bit familiar with 5e from playing Baldur's Gate 3 and Solasta: Crown of the Magister, I'm not sure how well they represent the table-top experience. And even less sure of what else is expected on this site.
Like, which sourcebooks, if any, should a player have purchased? Are there any other things (Discord, etc.) that one should have? How does one ask to join a game or find one (beyond merely posting in the forum, I mean)? Any other etiquette not explicitly stated but expected?
Well, you don't technically need to purchase anything in order to get started with D&D! Here are the Basic Rules. Give them a good lookover to see what's involved, how character building works, and how adventuring works.
You'll be able to use DnDBeyond to build a character using what's available in the basic rules and get used to how the process works and how to use a character sheet.
If you want to get access to more races/subraces, subclasses, backgrounds, feats, and spells, your first real purchase would be the Player's Handbook.
Other folks will be along to say more, but that should be enough to get you started! Welcome to D&D!
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I very strongly recommend getting the Player's Handbook and actually reading it. Yes, it is common for DMs to tweak or adjust a few of the base rules here and there to fit the feel and flow of their game, but the vast majority of the rules are still going to be what that book says. You should know how to make an attack roll, what your character's armor class is, how ability scores and proficiencies work and what they do (for example, knowing that a high persuasion check does not function as mind control), what your character's racial traits do, and how any spells you have work. Yes, the DM can help you with how these things all function in specific situations that come up in game, but it will save a lot of time if you already know the subject material and they aren't teaching you from the beginning during the session while other players are waiting for you to decide what to do (unless everybody is completely new, in which case that might actually work). You said you're familiar from some video games so you probably have the basics of some of the crunchy bits; just read the PHB and get a more thorough feel there. You don't have to have the whole book memorized but you should know what something does and how it works if it appears on your character sheet.
If you're looking for a game online, Discord is a great start. There are numerous servers out there that exist as D&D community hubs and hangouts, and those servers have channels specifically dedicated for advertising games looking for players. As with most things on the internet you'll probably have to sift through at least some junk and idiots to find the good stuff (in this case a game that fits what you're looking for) but something that fits you is out there if you look long enough. There are also LFG sections on most D&D related forums (like this one) to check out, though definitely get Discord as it's a very commonly used tool for voice chat while playing (being free, reliable, and simple to use makes it very popular).
Online games often make use of virtual tabletop applications, aka VTTs. A VTT is exactly what it says on the tin, an online representation of the table space where you would normally play D&D (or other TTRPGs, of course). Functionally it's generally some pictures for background and terrain with a grid overlay on which you place tokens (other, little pictures of your characters that serve the role of a physical miniature) and move them around along with other tokens for monsters. VTTs also include virtual dice roller apps, and most also have integrated character sheets that allow you to do things like click on a weapon and automatically roll for attack and damage via the dice roller app with the appropriate modifiers already added. Setting up said character sheet may require a little bit of work, but the DM should be much more familiar with the VTT in general after setting up the whole game and should be able to help you set that up. There are various VTTs out there, Roll20 is probably the most popular, and most of them are browser based so no downloads are needed though they do generally require you to register for a free user account (this should only take a few minutes at most, mainly just punching in a username and email address and accepting the EULA).
As far as etiquette, that depends on the specific game and the people involved. This is something you should definitely discuss with the DM when joining a group. You should be ready to say what things, if any, you yourself consider unacceptable in a game; common responses to this are sexual situations to some degree, racism, violence against children or cute fluffy animals, etc but if something particularly bothers you and you don't want to have it in the game this is when you tell the DM before everything gets started. Obviously, you should respect any boundaries set on behalf of other players even if you don't understand why some particular thing has been ruled off limits.
As a general rule: don't be a jerk. Think of D&D as a team sport, the other players are there for the same reasons you are, mainly (I assume) to have fun. You are not the only player, and that means sharing the spotlight. Don't do things that are antagonistic to other PCs such as stealing from them, attacking them, or sabotaging their goals in roleplaying situations. Do create a character that has at least some reason or motivation to work as part of a team, even if it's as simple as "they can help me get something I want." Absolutely do not create a character that you would apply the terms loner, does not play well with others, antisocial, lone wolf, or "fiercely independent" to; those are all traits that mean "what my character would do" is actively and intentionally not get along with other people and working with other people as a party is the entire point of playing with other people. If there isn't any good reason for your character to be joining up with and cooperating with other PCs then you shouldn't even be trying to play with those other humans. "It's what my character would do" is never an acceptable excuse for being a jerk to other players (or just being an antisocial twit who won't help move the plot along) because you created the character that's doing whatever jerk thing you are having them do. There will be some disagreements between characters and even players at times, such as what course of action to take or who gets what loot; just try to act like a decent human being and engage in the social aspect of the game by talking it out with your fellow players. Most importantly, just don't be a jerk. Seriously, if you can just manage to not be a jerk that's most of the etiquette expected at most tables right there.
Good luck!
Edit: One other very important thing. Pay attention to the game. Don't zone out or get distracted. A good portion of the game is going to be the DM talking. They are supposed to do this a lot. They tell you what's going on, what the world around your character looks like, what people (NPCs) are saying and doing, etc. A lot of this will be important at some point later. When other players are talking about what their characters are saying or doing these things are also happening around your character. Few things are more annoying than having to repeat or summarize ten minutes of roleplay because one player wasn't listening and now doesn't know why everybody is doing what they just said they're doing. Not paying attention to this stuff is equivalent to leaving the room and getting a snack during a cutscene in a video game, and a lot of D&D games focus on story as much as combat, if only to give you a reason to fight things, and if you aren't paying attention to what's going on between combats in a dungeon you just might her "Hey, it's your turn" then not know that moving forward is going to spring a trap that another party member just identified and warned everyone about. Or you could decide to insult or attack an NPC that is supposed to be helping you, or the others just learned is extremely powerful and could smite you with a flick of their finger, etc. This is especially important in online games: don't be tabbing out to other windows or looking up other things when the other people are talking. Talking is how D&D happens. Pay attention.
It's not necessarily expected/required, but if you wanna go the extra mile, try building an understanding of the rules in advance, and how/when to use them. If you're that kind of learner, you could merely skim the players handbook until you have a good grasp, but if you like me aren't much of a textbook kind of learner I recommend watching a group play and kind of absorbing the rules that way. There's a million dnd podcasts and livestreams out there, and while I don't find listening to people play to be the most entertaining, it was really useful for me to have on in the background while doing something else and just absorb the rules and how they work in play, until I had a decent understanding of them.
Shows like The Adventure Zone and Critical Role were useful to me. TAZ is actually fairly entertaining because it's an edited podcast that pairs down more of the dead air and is hilarious, and Critical Role has like 4 hour long episode so what it lacks in straight up entertainment value it makes up for in useful content.
I'm new to TTRPGs, and while I'm a bit familiar with 5e from playing Baldur's Gate 3 and Solasta: Crown of the Magister, I'm not sure how well they represent the table-top experience. And even less sure of what else is expected on this site.
Like, which sourcebooks, if any, should a player have purchased? Are there any other things (Discord, etc.) that one should have? How does one ask to join a game or find one (beyond merely posting in the forum, I mean)? Any other etiquette not explicitly stated but expected?
This site offers digital tools, notably including the sharing of owned content if someone has a Master tier subscription. If you join a campaign here, there's a strong possibility you'll be able to use just about everything while part of that campaign, without having to buy it yourself. Just starting off with that. ;)
Fact is though, it's possible you'll get to use other people's books in any kind of setup. You shouldn't necessarily expect it (even here) and certainly not rely on it, but books get loaned out or pertinent snippets of text get copied all the time. It's not rare for a group to have one or two people who own pretty much everything WotC releases (and some 3rd party stuff as well), but it's pretty unusual for everyone in a group to own everything - people share, we can be nice like that. So first suggestion: pace yourself. I wouldn't buy anything past the PHB just yet, and even that is optional - the Basic Rules (chapters 1-4 deal with all the steps of creating a character, chapters 7 an 9 have the more important game play stuff) cover your basic needs and are free. Maybe futz around with the Character Builder a little bit, understanding what choices you make while creating a character and what sort of information ends up on a character sheet and where can't hurt.
Other things you should have? That'll depend on the group. For some bringing a set of dice and pen and paper is all that's expected (maybe some snacks too, nobody minds snacks unless you're playing somewhere that doesn't want you to bring your own), for others you need a discord account, a roll20 account, a DDB account and who knows what else. Just ask the DM, wanting to be prepared is a good look anyway.
Joining/finding games: for finding one, see the link in my sig. Lots of options. Don't limit yourself needlessly, try anything that sounds like it could work for you. Joining is usually just a matter of asking. In some cases you'll find some kind of application process, they might want you to submit a character for instance, but anything you should do beyond asking should be spelled out.
Etiquette? That'll vary a bit too, but most of it will just be a variation on "be excellent to each other". Don't overthink it, if you act like you want others to act too you're 95% there. Ask though. Definitely ask. Most DMs won't have a problem with you not doing/having done something they assumed you would, but it's better to be in sync from the start. Some will want you to know the basic rules and everything that pertains to your character specifically, some won't mind if you're a blank slate and learn while doing. Some will have certain requirements for characters (must fit in the campaign in some way, for instance), others will leave you completely free. There may be houserules, there may be homebrew, or it may be strictly by the book. There are as many ways to play D&D as there are groups playing. But basically: be on time, bring whatever you were asked to bring, know what you were told to know, don't get distracted by other things going on outside the game, and generally be a delight to be around. ;)
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Want to start playing but don't have anyone to play with? You can try these options: [link].
If your looking for in person games (as opposed to online or by mail/email) start with any local bookstores and hobby stores - why? DnD books sell so most bookstores carry them and may have boards with info about games, some will even have a game day where folks come in and play. Same for some hobby shops - some of us collect and paint our own figures so when your in such places talking to folks looking over the DnD section is always a good way to find leads. Comic shops are another good place to check as DnD fans are often also comics fans. Sometimes there are even storefronts dedicated to gaming that sell the books, games and other stuff and run games either for free or for a fee typically split between the store and the DM. I’m lucky to have 2 such places within a 10 minute drive. If your in school (the level doesn’t really matter) ask both students and teachers (science and history are good starting points) if they play or know of groups in the school. Most DnD groups are fairly friendly once they know your interested.
Like, which sourcebooks, if any, should a player have purchased?
Personally, I am strongly against brand new players getting the PHB since Basic Rules and SRD are completely free. It is not too late to get the PHB or any other sourcbook after you have a few campaigns under your belt, since you would have a better idea then of whether you really want to continue to with D&D as a hobby. D&D is NOT for everyone, and many people find it boring. Only half my friends are willing to try it, and then only half of that half stayed to continue playing, and my group of friends is already kind of nerdy.
Are there any other things (Discord, etc.) that one should have?
It really depends on the GM and the group you are playing with, since there are so many options.
For in person play, you want to get some personal dice if you are sure you want to continue down this hobby. You can roll digital dice for free using Google, but rolling physical dice is also really fun. I would stick with digital dice or borrow the GM's dice for now though.
Similarly, if your group is using mats and miniatures, you may want to consider getting some miniatures for your own characters. As a GM, I supply the monster miniatures and mats, as well as some NPC miniatures that can be used as PCs if they are not too picky about having the exact looks.
If you are not using Beyond, you may also want to consider getting spell cards if you are playing any casters. It is easier to flip through a few cards to find out what each spell does than flipping through multiple books in my opinion. As a GM, while I do not use spell cards much, I do use monster cards from time to time so I not flipping through a dozen tabs on my browser.
How does one ask to join a game or find one (beyond merely posting in the forum, I mean)?
I would start with asking friends, family, and coworkers. I personally do not find the idea of playing D&D with strangers particularly appealing, but that is just a personal preference. However, generally speaking, you will probably have an easier time finding an experienced GM with strangers though. In my experience, nobody I know plays D&D, and I only got into it because a former coworker was into it and I got curious about it and tried it out on my own with my own friends. And with the pandemic still going on, it is also not the best time to play in person with strangers in my opinion, but once this wave passes, you can try your local game stores to try to meet people who play D&D.
If you are playing online, you will probably have to ask around, so if you are not posting on this forum, you will still be posting on some type of social media. Besides Beyond, you can try Reddit and Facebook and join communities there to find games. From what I have seen, regular social media is the most popular form of finding people, and then the group meets up on Discord or whatever other form of voice chat, and then play D&D on a VTT.
Any other etiquette not explicitly stated but expected?
Be considerate of others and do not ruin other people's fun. For example, unless there is some sort of agreement before hand, it generally is not appropriate to attack another PC even if your character is goody-two-shoes paladin and your character sees another PC stealing something.
Usually, there is a thing called session zero where you create characters, get to know one another, and establish play style, expectations, guidelines, boundaries, etc. Basically it is like an orientation. If you are joining an established group, they would have had one already, but the GM should be able to have another session zero to quickly onboard you to the group. I do not recommend skipping session zero, as it will save both sides of lot of headache later, and if something feels off, it is better to leave now than to leave later.
No D&D is better than bad D&D. If for some reason you feel uncomfortable during the game, I would not hesitate to call it quits and leave the table midsession right then and there. It might be seen as more polite if you left after the session, but unless you plan to play with the group again, I think it is better just cut your losses and leave immediately.
The most important tips I can give to new players:
1. Talk to your DM about any problems that come up in the campaign. This could be problems with understanding the rules or your character. Problems with the plot. Problems with other players. Even problems with the DM themselves. A good DM should understand the rules and storytelling elements of the game enough to help you through those kinds of problems, and solving other types of story or individual based drama is one of the most important parts of DMing.
2. As a new player, you are probably not going to know the rules very well--even if you have read the basic rules and PHB (I second XXXGammaRay's point that the PHB is not really necessary). Your DM and the other players will help with that and do not be stressed if you are making mistakes--we have all been there and totally understand.
3. The one thing you should know fairly well is your own character. You should know both the character's persona and the actual stats of your character. For the persona, you should have a general idea of your motivations, goals, and personality--enough that you know how your character would react to any situations that might arise. You should also have a good grasp of your character's strengths and weaknesses, as well as all their spells, modifiers, and other abilities. It is a lot easier just to know things relevant to your character than try and binge learn all the rules, so by focusing just on things relevant to you (and asking your DM questions about your character-specific rules as needed, preferably outside of session) can really help you get into the game.
4. Remember that D&D is an open-ended game. If you are not sure if you can do something in-game, describe what you want to do, how you plan to do it, and ask the DM "Is that something I can do, and what checks or abilities would I need to use to do it?"
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I'm new to TTRPGs, and while I'm a bit familiar with 5e from playing Baldur's Gate 3 and Solasta: Crown of the Magister, I'm not sure how well they represent the table-top experience. And even less sure of what else is expected on this site.
Like, which sourcebooks, if any, should a player have purchased? Are there any other things (Discord, etc.) that one should have? How does one ask to join a game or find one (beyond merely posting in the forum, I mean)? Any other etiquette not explicitly stated but expected?
Well, you don't technically need to purchase anything in order to get started with D&D! Here are the Basic Rules. Give them a good lookover to see what's involved, how character building works, and how adventuring works.
You'll be able to use DnDBeyond to build a character using what's available in the basic rules and get used to how the process works and how to use a character sheet.
If you want to get access to more races/subraces, subclasses, backgrounds, feats, and spells, your first real purchase would be the Player's Handbook.
Other folks will be along to say more, but that should be enough to get you started! Welcome to D&D!
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I very strongly recommend getting the Player's Handbook and actually reading it. Yes, it is common for DMs to tweak or adjust a few of the base rules here and there to fit the feel and flow of their game, but the vast majority of the rules are still going to be what that book says. You should know how to make an attack roll, what your character's armor class is, how ability scores and proficiencies work and what they do (for example, knowing that a high persuasion check does not function as mind control), what your character's racial traits do, and how any spells you have work. Yes, the DM can help you with how these things all function in specific situations that come up in game, but it will save a lot of time if you already know the subject material and they aren't teaching you from the beginning during the session while other players are waiting for you to decide what to do (unless everybody is completely new, in which case that might actually work). You said you're familiar from some video games so you probably have the basics of some of the crunchy bits; just read the PHB and get a more thorough feel there. You don't have to have the whole book memorized but you should know what something does and how it works if it appears on your character sheet.
If you're looking for a game online, Discord is a great start. There are numerous servers out there that exist as D&D community hubs and hangouts, and those servers have channels specifically dedicated for advertising games looking for players. As with most things on the internet you'll probably have to sift through at least some junk and idiots to find the good stuff (in this case a game that fits what you're looking for) but something that fits you is out there if you look long enough. There are also LFG sections on most D&D related forums (like this one) to check out, though definitely get Discord as it's a very commonly used tool for voice chat while playing (being free, reliable, and simple to use makes it very popular).
Online games often make use of virtual tabletop applications, aka VTTs. A VTT is exactly what it says on the tin, an online representation of the table space where you would normally play D&D (or other TTRPGs, of course). Functionally it's generally some pictures for background and terrain with a grid overlay on which you place tokens (other, little pictures of your characters that serve the role of a physical miniature) and move them around along with other tokens for monsters. VTTs also include virtual dice roller apps, and most also have integrated character sheets that allow you to do things like click on a weapon and automatically roll for attack and damage via the dice roller app with the appropriate modifiers already added. Setting up said character sheet may require a little bit of work, but the DM should be much more familiar with the VTT in general after setting up the whole game and should be able to help you set that up. There are various VTTs out there, Roll20 is probably the most popular, and most of them are browser based so no downloads are needed though they do generally require you to register for a free user account (this should only take a few minutes at most, mainly just punching in a username and email address and accepting the EULA).
As far as etiquette, that depends on the specific game and the people involved. This is something you should definitely discuss with the DM when joining a group. You should be ready to say what things, if any, you yourself consider unacceptable in a game; common responses to this are sexual situations to some degree, racism, violence against children or cute fluffy animals, etc but if something particularly bothers you and you don't want to have it in the game this is when you tell the DM before everything gets started. Obviously, you should respect any boundaries set on behalf of other players even if you don't understand why some particular thing has been ruled off limits.
As a general rule: don't be a jerk. Think of D&D as a team sport, the other players are there for the same reasons you are, mainly (I assume) to have fun. You are not the only player, and that means sharing the spotlight. Don't do things that are antagonistic to other PCs such as stealing from them, attacking them, or sabotaging their goals in roleplaying situations. Do create a character that has at least some reason or motivation to work as part of a team, even if it's as simple as "they can help me get something I want." Absolutely do not create a character that you would apply the terms loner, does not play well with others, antisocial, lone wolf, or "fiercely independent" to; those are all traits that mean "what my character would do" is actively and intentionally not get along with other people and working with other people as a party is the entire point of playing with other people. If there isn't any good reason for your character to be joining up with and cooperating with other PCs then you shouldn't even be trying to play with those other humans. "It's what my character would do" is never an acceptable excuse for being a jerk to other players (or just being an antisocial twit who won't help move the plot along) because you created the character that's doing whatever jerk thing you are having them do. There will be some disagreements between characters and even players at times, such as what course of action to take or who gets what loot; just try to act like a decent human being and engage in the social aspect of the game by talking it out with your fellow players. Most importantly, just don't be a jerk. Seriously, if you can just manage to not be a jerk that's most of the etiquette expected at most tables right there.
Good luck!
Edit: One other very important thing. Pay attention to the game. Don't zone out or get distracted. A good portion of the game is going to be the DM talking. They are supposed to do this a lot. They tell you what's going on, what the world around your character looks like, what people (NPCs) are saying and doing, etc. A lot of this will be important at some point later. When other players are talking about what their characters are saying or doing these things are also happening around your character. Few things are more annoying than having to repeat or summarize ten minutes of roleplay because one player wasn't listening and now doesn't know why everybody is doing what they just said they're doing. Not paying attention to this stuff is equivalent to leaving the room and getting a snack during a cutscene in a video game, and a lot of D&D games focus on story as much as combat, if only to give you a reason to fight things, and if you aren't paying attention to what's going on between combats in a dungeon you just might her "Hey, it's your turn" then not know that moving forward is going to spring a trap that another party member just identified and warned everyone about. Or you could decide to insult or attack an NPC that is supposed to be helping you, or the others just learned is extremely powerful and could smite you with a flick of their finger, etc. This is especially important in online games: don't be tabbing out to other windows or looking up other things when the other people are talking. Talking is how D&D happens. Pay attention.
It's not necessarily expected/required, but if you wanna go the extra mile, try building an understanding of the rules in advance, and how/when to use them. If you're that kind of learner, you could merely skim the players handbook until you have a good grasp, but if you like me aren't much of a textbook kind of learner I recommend watching a group play and kind of absorbing the rules that way. There's a million dnd podcasts and livestreams out there, and while I don't find listening to people play to be the most entertaining, it was really useful for me to have on in the background while doing something else and just absorb the rules and how they work in play, until I had a decent understanding of them.
Shows like The Adventure Zone and Critical Role were useful to me. TAZ is actually fairly entertaining because it's an edited podcast that pairs down more of the dead air and is hilarious, and Critical Role has like 4 hour long episode so what it lacks in straight up entertainment value it makes up for in useful content.
This site offers digital tools, notably including the sharing of owned content if someone has a Master tier subscription. If you join a campaign here, there's a strong possibility you'll be able to use just about everything while part of that campaign, without having to buy it yourself. Just starting off with that. ;)
Fact is though, it's possible you'll get to use other people's books in any kind of setup. You shouldn't necessarily expect it (even here) and certainly not rely on it, but books get loaned out or pertinent snippets of text get copied all the time. It's not rare for a group to have one or two people who own pretty much everything WotC releases (and some 3rd party stuff as well), but it's pretty unusual for everyone in a group to own everything - people share, we can be nice like that. So first suggestion: pace yourself. I wouldn't buy anything past the PHB just yet, and even that is optional - the Basic Rules (chapters 1-4 deal with all the steps of creating a character, chapters 7 an 9 have the more important game play stuff) cover your basic needs and are free. Maybe futz around with the Character Builder a little bit, understanding what choices you make while creating a character and what sort of information ends up on a character sheet and where can't hurt.
Other things you should have? That'll depend on the group. For some bringing a set of dice and pen and paper is all that's expected (maybe some snacks too, nobody minds snacks unless you're playing somewhere that doesn't want you to bring your own), for others you need a discord account, a roll20 account, a DDB account and who knows what else. Just ask the DM, wanting to be prepared is a good look anyway.
Joining/finding games: for finding one, see the link in my sig. Lots of options. Don't limit yourself needlessly, try anything that sounds like it could work for you. Joining is usually just a matter of asking. In some cases you'll find some kind of application process, they might want you to submit a character for instance, but anything you should do beyond asking should be spelled out.
Etiquette? That'll vary a bit too, but most of it will just be a variation on "be excellent to each other". Don't overthink it, if you act like you want others to act too you're 95% there. Ask though. Definitely ask. Most DMs won't have a problem with you not doing/having done something they assumed you would, but it's better to be in sync from the start. Some will want you to know the basic rules and everything that pertains to your character specifically, some won't mind if you're a blank slate and learn while doing. Some will have certain requirements for characters (must fit in the campaign in some way, for instance), others will leave you completely free. There may be houserules, there may be homebrew, or it may be strictly by the book. There are as many ways to play D&D as there are groups playing. But basically: be on time, bring whatever you were asked to bring, know what you were told to know, don't get distracted by other things going on outside the game, and generally be a delight to be around. ;)
Want to start playing but don't have anyone to play with? You can try these options: [link].
If your looking for in person games (as opposed to online or by mail/email) start with any local bookstores and hobby stores - why? DnD books sell so most bookstores carry them and may have boards with info about games, some will even have a game day where folks come in and play. Same for some hobby shops - some of us collect and paint our own figures so when your in such places talking to folks looking over the DnD section is always a good way to find leads. Comic shops are another good place to check as DnD fans are often also comics fans. Sometimes there are even storefronts dedicated to gaming that sell the books, games and other stuff and run games either for free or for a fee typically split between the store and the DM. I’m lucky to have 2 such places within a 10 minute drive. If your in school (the level doesn’t really matter) ask both students and teachers (science and history are good starting points) if they play or know of groups in the school. Most DnD groups are fairly friendly once they know your interested.
Wisea$$ DM and Player since 1979.
Personally, I am strongly against brand new players getting the PHB since Basic Rules and SRD are completely free. It is not too late to get the PHB or any other sourcbook after you have a few campaigns under your belt, since you would have a better idea then of whether you really want to continue to with D&D as a hobby. D&D is NOT for everyone, and many people find it boring. Only half my friends are willing to try it, and then only half of that half stayed to continue playing, and my group of friends is already kind of nerdy.
It really depends on the GM and the group you are playing with, since there are so many options.
For in person play, you want to get some personal dice if you are sure you want to continue down this hobby. You can roll digital dice for free using Google, but rolling physical dice is also really fun. I would stick with digital dice or borrow the GM's dice for now though.
Similarly, if your group is using mats and miniatures, you may want to consider getting some miniatures for your own characters. As a GM, I supply the monster miniatures and mats, as well as some NPC miniatures that can be used as PCs if they are not too picky about having the exact looks.
If you are not using Beyond, you may also want to consider getting spell cards if you are playing any casters. It is easier to flip through a few cards to find out what each spell does than flipping through multiple books in my opinion. As a GM, while I do not use spell cards much, I do use monster cards from time to time so I not flipping through a dozen tabs on my browser.
I would start with asking friends, family, and coworkers. I personally do not find the idea of playing D&D with strangers particularly appealing, but that is just a personal preference. However, generally speaking, you will probably have an easier time finding an experienced GM with strangers though. In my experience, nobody I know plays D&D, and I only got into it because a former coworker was into it and I got curious about it and tried it out on my own with my own friends. And with the pandemic still going on, it is also not the best time to play in person with strangers in my opinion, but once this wave passes, you can try your local game stores to try to meet people who play D&D.
If you are playing online, you will probably have to ask around, so if you are not posting on this forum, you will still be posting on some type of social media. Besides Beyond, you can try Reddit and Facebook and join communities there to find games. From what I have seen, regular social media is the most popular form of finding people, and then the group meets up on Discord or whatever other form of voice chat, and then play D&D on a VTT.
Be considerate of others and do not ruin other people's fun. For example, unless there is some sort of agreement before hand, it generally is not appropriate to attack another PC even if your character is goody-two-shoes paladin and your character sees another PC stealing something.
Usually, there is a thing called session zero where you create characters, get to know one another, and establish play style, expectations, guidelines, boundaries, etc. Basically it is like an orientation. If you are joining an established group, they would have had one already, but the GM should be able to have another session zero to quickly onboard you to the group. I do not recommend skipping session zero, as it will save both sides of lot of headache later, and if something feels off, it is better to leave now than to leave later.
No D&D is better than bad D&D. If for some reason you feel uncomfortable during the game, I would not hesitate to call it quits and leave the table midsession right then and there. It might be seen as more polite if you left after the session, but unless you plan to play with the group again, I think it is better just cut your losses and leave immediately.
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Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
The most important tips I can give to new players:
1. Talk to your DM about any problems that come up in the campaign. This could be problems with understanding the rules or your character. Problems with the plot. Problems with other players. Even problems with the DM themselves. A good DM should understand the rules and storytelling elements of the game enough to help you through those kinds of problems, and solving other types of story or individual based drama is one of the most important parts of DMing.
2. As a new player, you are probably not going to know the rules very well--even if you have read the basic rules and PHB (I second XXXGammaRay's point that the PHB is not really necessary). Your DM and the other players will help with that and do not be stressed if you are making mistakes--we have all been there and totally understand.
3. The one thing you should know fairly well is your own character. You should know both the character's persona and the actual stats of your character. For the persona, you should have a general idea of your motivations, goals, and personality--enough that you know how your character would react to any situations that might arise. You should also have a good grasp of your character's strengths and weaknesses, as well as all their spells, modifiers, and other abilities. It is a lot easier just to know things relevant to your character than try and binge learn all the rules, so by focusing just on things relevant to you (and asking your DM questions about your character-specific rules as needed, preferably outside of session) can really help you get into the game.
4. Remember that D&D is an open-ended game. If you are not sure if you can do something in-game, describe what you want to do, how you plan to do it, and ask the DM "Is that something I can do, and what checks or abilities would I need to use to do it?"