I recently started a game where the entire party is made up of new players. Like, brand new. Haven't even watched Critical Role, which surprised me as many new players have recently gotten into the game through Critical Role. Regardless, I want new players to have a good time, but it's difficult getting people that have never roleplayed before and have never picked up a d20 in their life to immerse in the game. How do I help new players immerse themselves and have a fun experience so they will keep playing D&D?
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"No one hits like Gaston, no one crits like Gaston, no one's on page two hundred and six like Gaston."
Often, new players don't participate unless prompted, because they're not sure what the standard is. Make sure you ask each of them specifically what they're doing in every scene, and give them options if they don't jump in with their own ideas. "So, Gimli, while Legolas and Aragorn check the chest for traps, what are you up to? Maybe stand guard, or search the room for other clues?" The most important time to do this is at the start of the game, asking everyone to describe their character, and prompting ("what color cloak?" etc) to draw out more creativity!
(P.S. Often, new players who haven't watched CR are the best ones! As fun as CR is, it's more a performance than a game. People who come in without expectations usually find it much easier to make the game their own.)
Yes, direct questions will be your best tool to draw them out. They’ll learn the ability scores and skills and separating attack and damage rolls quick enough as you go, but they’ll stay quiet at the table until they learn the culture of the game. So you have to train them to think like a character instead of a player by asking them to describe what their character would be doing especially during downtime. This will give the other players a fuller sense of who this character is and how to relate to them. “So you’ve set up camp for the night. The fire’s crackling away. What are you each doing with your time before you go to sleep?” The bard might say “I’m writing a new song about how we killed Goblins in a cave.” The fighter’s like “I’m sitting quietly listening to her work while sharpening my sword.” The halfling is pulling out a second ration pack for second dinner. And the druid found a squirrel and cast speak with animals just for some pleasant conversation.
Now they get to experience a portrait of their party around a campfire instead of players at a table. Then you announce they got a full night’s rest, and can reset spell slots, hit points, and can prepare new spells, and you move on with the game. Eventually, they’ll anticipate the questions, and be thinking ahead to how their character would act in any given situation. They’ll start volunteering “As we search all the rooms, my character would be looking at all the art hanging on the walls while the rogue sweeps for traps.”
I can only speak for myself here, but if I'm making a one-off adventure for new players, I'm going to try to make it as epic as possible and include a bunch of stuff that I love about fantasy adventuring:
Talk to a barkeep/wench/villager/mayor about solving their problem
Explore a spooky old dungeon
Fend off a group of thugs/goblins/orcs/gnolls
Find a secret door or disarm a hidden trap
Discover a treasure with fabulous magic items
Solve a puzzle or riddle
Drink from a magic fountain
Fight a dragon, even if it's a little tiny one
(Alternately) Befriend the dragon and have it become your adventuring buddy
Rescue a lost or kidnapped girl/guy/kid/grandparent/pet cat
Return to the village in glory and heaped with treasure and with fantastic tales to tell
Maybe I don't do all of those things, but I try to expose new players to as much of that as possible. And I am generous with the treasure I hand out. A vorpal sword or a cloak of invisibility or a broom of flying for a 1st level adventurer? Hell why not?
Don't introduce every rule at once (and certainly start at level 1). Start with the basics, then add some more as the players learn the rules.
Answer: "You can certainly try" a lot... New players can sometimes think in odd ways we "dinosaurs" don't. Allow them to try (and succeed). Think of it as fresh and creative, don't hammer them down with "that's not how it work all the time..."
Probably be quite clear and specific when you want to draw their attention to something. For example, don't expect a completely "green" party to automatically check for traps. Give them a clear hint like "this forest is perfect for traps and ambushes". Eventually they will learn...
Introduce some NPC's they can really roleplay with. That way, you can be a good example for them.
Lots of good advice so far! Here are a few more (just my opinion):
Try to minimize how much you talk as the DM to let each player have more time to be the center of attention
Ask what they are trying to do or how, then figure out what the rule/roll is. Ie, Maybe I can sing a song so the bartender give us free drinks? DM: Cool, make a performance or persuasion check, here's how and here's what you roll.
Try to setup a scene where each character has a time to shine, or use an iconic ability.
Enjoy 20s and 1s equally.
keep plots, encounters, traps as simple and obvious as possible, until they get a feel for the game.
Make clues/hints more obvious than you think as well
Relax and have fun! Good luck !
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"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
I recently started a game where the entire party is made up of new players. Like, brand new. Haven't even watched Critical Role, which surprised me as many new players have recently gotten into the game through Critical Role. Regardless, I want new players to have a good time, but it's difficult getting people that have never roleplayed before and have never picked up a d20 in their life to immerse in the game. How do I help new players immerse themselves and have a fun experience so they will keep playing D&D?
"No one hits like Gaston, no one crits like Gaston, no one's on page two hundred and six like Gaston."
-Lynsey Burkett
No seriously, check the monster manual.
Often, new players don't participate unless prompted, because they're not sure what the standard is. Make sure you ask each of them specifically what they're doing in every scene, and give them options if they don't jump in with their own ideas. "So, Gimli, while Legolas and Aragorn check the chest for traps, what are you up to? Maybe stand guard, or search the room for other clues?" The most important time to do this is at the start of the game, asking everyone to describe their character, and prompting ("what color cloak?" etc) to draw out more creativity!
(P.S. Often, new players who haven't watched CR are the best ones! As fun as CR is, it's more a performance than a game. People who come in without expectations usually find it much easier to make the game their own.)
Wizard (Gandalf) of the Tolkien Club
Yes, direct questions will be your best tool to draw them out. They’ll learn the ability scores and skills and separating attack and damage rolls quick enough as you go, but they’ll stay quiet at the table until they learn the culture of the game. So you have to train them to think like a character instead of a player by asking them to describe what their character would be doing especially during downtime. This will give the other players a fuller sense of who this character is and how to relate to them. “So you’ve set up camp for the night. The fire’s crackling away. What are you each doing with your time before you go to sleep?” The bard might say “I’m writing a new song about how we killed Goblins in a cave.” The fighter’s like “I’m sitting quietly listening to her work while sharpening my sword.” The halfling is pulling out a second ration pack for second dinner. And the druid found a squirrel and cast speak with animals just for some pleasant conversation.
Now they get to experience a portrait of their party around a campfire instead of players at a table. Then you announce they got a full night’s rest, and can reset spell slots, hit points, and can prepare new spells, and you move on with the game. Eventually, they’ll anticipate the questions, and be thinking ahead to how their character would act in any given situation. They’ll start volunteering “As we search all the rooms, my character would be looking at all the art hanging on the walls while the rogue sweeps for traps.”
I can only speak for myself here, but if I'm making a one-off adventure for new players, I'm going to try to make it as epic as possible and include a bunch of stuff that I love about fantasy adventuring:
Maybe I don't do all of those things, but I try to expose new players to as much of that as possible. And I am generous with the treasure I hand out. A vorpal sword or a cloak of invisibility or a broom of flying for a 1st level adventurer? Hell why not?
"Not all those who wander are lost"
A lot of good advice already. Here's a few more:
Ludo ergo sum!
Lots of good advice so far! Here are a few more (just my opinion):
Relax and have fun! Good luck !
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
Thank you, everyone, for being so helpful! I'll be sure to incorporate this advice into my campaign!
"No one hits like Gaston, no one crits like Gaston, no one's on page two hundred and six like Gaston."
-Lynsey Burkett
No seriously, check the monster manual.