Good evening everyone! I’m planning to run a one-shot for my family (we’re a group of four my boy is 12 my daughter 14), and I could really use some guidance.
This will be their very first time playing D&D. I’ve played before as a player but never as a DM, so this will also be my first time behind the screen.
So far, I have some ideas for classes and plan to use premade characters for now, but I’m unsure if I should let them build their own from scratch or keep it simple.
A few questions I have:
Should I buy a full set of dice for each person or just share for now?
Do you recommend a specific one-shot module for beginners (family-friendly, fun, easy to run)?
Any tips for introducing the rules in a fun, non-overwhelming way?
What are some simple but engaging story hooks that work well for first-timers?
Should I use maps/minis or just theater of the mind for now?
Any advice or resources would be hugely appreciated. Just want to make sure everyone has a great first experience.
1. Doesn't matter, as long as they play together well and won't accuse each other of cursing the dice.
2. Not sure.
3. Start at level 1, with starting equipment and used a dungeon/story to slowly introduce new concepts. For example my first session went like this:
Scene 1: You wake up in a dungeon with a bunch of strangers. Take turns introducing yourselves. Once finished suddenly a voice booms out proclaiming this gauntlet will test your skills, your wits, and your strength to prove yourselves worthy, or die as failures. Then a door opens leading to the next room.
Room 1 Involved a challenge requiring making skill checks to solve (I think it was climbing a wall) Room 2 Involved a locked door or chest we had to get open. Room 3 Had a trap (I think poisonous plants) that involved saving throws. Room 4 was an arena with a 2-3 combats of increasing difficulty. Room 5 involved a classic logic puzzle that led to the end.
Several of the rooms had hidden doors or hard-to-get-to doors that if the players figure out how to get to it, they could escape the gauntlet and meet the crazy wizard who kidnapped them and trapped them in the gauntlet that they could then RP / use social skills to get different possible outcomes from having to fight him, having him open a trap door to send you back to the gauntlet, to apologizing begging for your forgiveness.
4. For 1st timers it is best to have it be pretty linear with pretty universal motivations - save yourself from something bad, save a tavern full of nice innocent people / kids from something bad, help someone out in exchange for lots of money, etc...
5. Either is fine, I'd recommend a basic map if you are going to involve combat.
I’d also suggest pregenerating the characters for them. Maybe just ask them the kind of character they want to play. Not in game terms, but have them describe what they want to be able to do, or a character from fiction they want to be like. Then you figure out what species/class/subclass will get close to it.
It is a simple dungeon set in Eberron, which can be played using 2024 Player's Handbook ONLY. No DM guide, no MM required. Encounters are optimized for 1st level characters, which is the level I suggest to start with in order not to overwhelm newbies with too much options (and related decisions).
1 - A single set of dice will do the job. A good way to get those is by purchasing the Essentials Kit. You get some good quests, premade characters and dice with the box.
2 - I would highly recommend Dragon of Icespire Peak in this instance because it is a series of quests. You can pick a single quest, single location and run them as one-shots. If you buy the essentials kit it's really everything you need to get started. In any case I would absolutely avoid community created one-shots. Instead if you don't like the look of the Essentials Kit, I'd advise any of the dozens of really good one-shots that Kobold Press create. They are brilliant.
3 - Again, as the essentials kit is beginner friendly I'd start there. Sure it's not 2024 rules (5.5e), but an understanding of 5e will carry over and make learning 5.5e easier. As a practical suggestion, don't try to explain everything upfront. Instead, I tend to start with a simple introduction - 'This is a game of imagination, your characters can try to do almost anything you think of. If its reasonable and/believable you'll likely succeed. If there is a challenge, time pressure, or you're against an enemy we tend to roll dice to determine success of failure of your character's actions. You have a character sheet in front of you all, and as we encounter different aspects of the game I'll introduce the features as we go along'.
As you play, explain checks as they come up. If the characters are starting en route to a location a survival check is a great one to ensure that the party stays on track. And it's the same for most things, you explain combat actions and such like as you first engage in combat encounters. It's a very show, don't tell way of introducing and I've found that most players seem to find it a reasonable introduction.
4 - A quest board is by far in a way the easiest way to introduce quests. Especially if your characters are just starting out. Once you introduce your characters to social exploration within the game they then will likely be in a better position to get quests directly from NPCs. Once they've got a few quests under their belts you can start to throw in a few of the more interesting hooks. Until then remember KISS - Keep it simple, stupid.
5 - A basic map is the easiest way to start off. Again, with the essentials kit you have pre-drawn maps which you can find versions that are printable around the place. I'd suggest not worrying too much about minis and go with standees or simple tokens to begin with. No point investing heavily to start out. When I run starter adventures I actually tend to use meeples (wooden tokens from the board game Carcassonne) for my player characters because I have spare ones laying around.
If you want a digital option, D&D Beyond's Maps tool is a dreadfully simplistic visualisation tool. Owlbear Rodeo is far superior, and comes with generic tokens and props. However, again there's some investment in time to learn to use that tool to it's fullest.
Theatre of the mind is great, and is my preferred system but it can be difficult for some players to follow along and keep track of distances, areas, terrains, and the like. So I'd go simple - a map and some tokens. Nothing else.
For modules, I'd recommend Lost Mine of Phandelver. It's not a one-shot but it really introduces DM's and players to the game well. I started DMing with it and it was excellently engaging and easy. For the dice thing, you only really need one to two sets for the players, and a set of your own (if you don't have one). I find maps to be much better than theatre of the mind, but you don't need minifigs for it. I knew an excellent DM who used little multicolored blocks that snapped together. They fit in the squares perfectly and were definetly much better than minifigs.
Rollback Post to RevisionRollBack
DM: He doesn't have much besides the skin on his bones.
Me: I'll take the skin on his bones, then.
Also, this is for Redwall nerds: Eeeeeuuuuulllllllaaaaaaaalllllllliiiiiiiiiaaaaaaaaa!!!!!!!!!!!!
Should I buy a full set of dice for each person or just share for now?
Do you recommend a specific one-shot module for beginners (family-friendly, fun, easy to run)?
Any tips for introducing the rules in a fun, non-overwhelming way?
What are some simple but engaging story hooks that work well for first-timers?
Should I use maps/minis or just theater of the mind for now?
Any advice or resources would be hugely appreciated. Just want to make sure everyone has a great first experience.
Thanks in advance!
1. If your FLGS has inexpensive dice, I'd go for the "here are YOUR dice." Nothing wrong with creating dice goblins early. That said, you can do really well with a single set for the players and a single set for you.
2. Lost Mines is one of the stock good opening adventures. I am personally very partial to the Candlekeep mysteries because I happen to think they're well written and each is 'doable' in 1-3 sessions.
3. If you are the only one with experience, I would focus on the rules as they need to come up. Focus on this kind of exchange: You: What do you want to try to do? Them: I want to rush up and release the wolves before they can notice You: Are you being sneaky or just really fast? Them: Really Fast. You: Sounds like Athletics. Look that up on your sheet and tell me the number..... Okay 3. So this is an Athletics Check, and you're going to need to roll a D20, add that, and beat a 10. Do you want to lock that in and roll? Or do you have another idea?
I would try to get them describing actions, and rolling dice quickly, but also frame it from a "What do you want/ This is how hard it will be for you/ Okay, go for it" Kind of thing.
4. The easiest fit the big tropes. Protecting a caravan is good as it provides RP and combat.
Ooooooo One option: The party has been hired as "squires" to an established party of adventurers. The Big Guys go out and kill liches and dragons. The party is responsible for securing the campsite. This gives room for the party to have mentors to talk to in character, as well as an excuse to "lore dump" from time to time. It also lets them see who they will be in 5-10 levels.
5. Lego mini figs are great starts. Writing on paper to make sketches is good. I use Owlbear Rodeo (free!) and you could project it on a TV or even just a laptop screen. Honestly, it varies by space and goals.
1. I have to agree with LanternNoir, each player having their own dice will make it a bit easier. And it may cause less problems with the siblings, if they tend to bicker or argue.
2. Candlekeep is always a solid pick, but if you're looking for something a little more customizable, maybe try adapting a part of a movie your family loves, or a book that you know you players will know, as a one shot for the family. Maybe, if they like the one shot, you could even make it a campaign.
3. This is tough. Maybe just let them read the books and give a simplified rule overview. Or just explain things like, "this does this, that does that, and these numbers mean this."
4. Story hooks are something that depend on the story. If you do an adaptation, super easy. If you do a pre-made book, they normally give you some in the overview.
5. Minis are nice. And by minis, I mean chess pieces, or similar items. Legos definitely work, but when I started, chess pieces were the easiest.
As for making premade characters, definitely a good idea. But if they give you a basic idea, maybe try and make that as close to what they want. Hope this helps!
Rollback Post to RevisionRollBack
In the words of the great philosopher, Unicorse, "Aaaannnnd why should I care??"
Best quote from a book ever: "If you love with your eyes, death is forever. If you love with your heart, there is no such thing as parting."- Jonah Cook, Ascendant, Songs of Chaos by Michael R. Miller. Highly recommend
Good evening everyone!
I’m planning to run a one-shot for my family (we’re a group of four my boy is 12 my daughter 14), and I could really use some guidance.
This will be their very first time playing D&D. I’ve played before as a player but never as a DM, so this will also be my first time behind the screen.
So far, I have some ideas for classes and plan to use premade characters for now, but I’m unsure if I should let them build their own from scratch or keep it simple.
A few questions I have:
Should I buy a full set of dice for each person or just share for now?
Do you recommend a specific one-shot module for beginners (family-friendly, fun, easy to run)?
Any tips for introducing the rules in a fun, non-overwhelming way?
What are some simple but engaging story hooks that work well for first-timers?
Should I use maps/minis or just theater of the mind for now?
Any advice or resources would be hugely appreciated. Just want to make sure everyone has a great first experience.
Thanks in advance!
1. Doesn't matter, as long as they play together well and won't accuse each other of cursing the dice.
2. Not sure.
3. Start at level 1, with starting equipment and used a dungeon/story to slowly introduce new concepts. For example my first session went like this:
Scene 1: You wake up in a dungeon with a bunch of strangers. Take turns introducing yourselves. Once finished suddenly a voice booms out proclaiming this gauntlet will test your skills, your wits, and your strength to prove yourselves worthy, or die as failures. Then a door opens leading to the next room.
Room 1 Involved a challenge requiring making skill checks to solve (I think it was climbing a wall)
Room 2 Involved a locked door or chest we had to get open.
Room 3 Had a trap (I think poisonous plants) that involved saving throws.
Room 4 was an arena with a 2-3 combats of increasing difficulty.
Room 5 involved a classic logic puzzle that led to the end.
Several of the rooms had hidden doors or hard-to-get-to doors that if the players figure out how to get to it, they could escape the gauntlet and meet the crazy wizard who kidnapped them and trapped them in the gauntlet that they could then RP / use social skills to get different possible outcomes from having to fight him, having him open a trap door to send you back to the gauntlet, to apologizing begging for your forgiveness.
4. For 1st timers it is best to have it be pretty linear with pretty universal motivations - save yourself from something bad, save a tavern full of nice innocent people / kids from something bad, help someone out in exchange for lots of money, etc...
5. Either is fine, I'd recommend a basic map if you are going to involve combat.
I’d also suggest pregenerating the characters for them. Maybe just ask them the kind of character they want to play. Not in game terms, but have them describe what they want to be able to do, or a character from fiction they want to be like. Then you figure out what species/class/subclass will get close to it.
For point 2, I would suggest this module I wrote:
https://www.dmsguild.com/product/496145/EBERRON24-The-haunted-shrine
It is a simple dungeon set in Eberron, which can be played using 2024 Player's Handbook ONLY. No DM guide, no MM required. Encounters are optimized for 1st level characters, which is the level I suggest to start with in order not to overwhelm newbies with too much options (and related decisions).
1 - A single set of dice will do the job. A good way to get those is by purchasing the Essentials Kit. You get some good quests, premade characters and dice with the box.
2 - I would highly recommend Dragon of Icespire Peak in this instance because it is a series of quests. You can pick a single quest, single location and run them as one-shots. If you buy the essentials kit it's really everything you need to get started. In any case I would absolutely avoid community created one-shots. Instead if you don't like the look of the Essentials Kit, I'd advise any of the dozens of really good one-shots that Kobold Press create. They are brilliant.
3 - Again, as the essentials kit is beginner friendly I'd start there. Sure it's not 2024 rules (5.5e), but an understanding of 5e will carry over and make learning 5.5e easier. As a practical suggestion, don't try to explain everything upfront. Instead, I tend to start with a simple introduction - 'This is a game of imagination, your characters can try to do almost anything you think of. If its reasonable and/believable you'll likely succeed. If there is a challenge, time pressure, or you're against an enemy we tend to roll dice to determine success of failure of your character's actions. You have a character sheet in front of you all, and as we encounter different aspects of the game I'll introduce the features as we go along'.
As you play, explain checks as they come up. If the characters are starting en route to a location a survival check is a great one to ensure that the party stays on track. And it's the same for most things, you explain combat actions and such like as you first engage in combat encounters. It's a very show, don't tell way of introducing and I've found that most players seem to find it a reasonable introduction.
4 - A quest board is by far in a way the easiest way to introduce quests. Especially if your characters are just starting out. Once you introduce your characters to social exploration within the game they then will likely be in a better position to get quests directly from NPCs. Once they've got a few quests under their belts you can start to throw in a few of the more interesting hooks. Until then remember KISS - Keep it simple, stupid.
5 - A basic map is the easiest way to start off. Again, with the essentials kit you have pre-drawn maps which you can find versions that are printable around the place. I'd suggest not worrying too much about minis and go with standees or simple tokens to begin with. No point investing heavily to start out. When I run starter adventures I actually tend to use meeples (wooden tokens from the board game Carcassonne) for my player characters because I have spare ones laying around.
If you want a digital option, D&D Beyond's Maps tool is a dreadfully simplistic visualisation tool. Owlbear Rodeo is far superior, and comes with generic tokens and props. However, again there's some investment in time to learn to use that tool to it's fullest.
Theatre of the mind is great, and is my preferred system but it can be difficult for some players to follow along and keep track of distances, areas, terrains, and the like. So I'd go simple - a map and some tokens. Nothing else.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
Ty all for the responses!
For modules, I'd recommend Lost Mine of Phandelver. It's not a one-shot but it really introduces DM's and players to the game well. I started DMing with it and it was excellently engaging and easy. For the dice thing, you only really need one to two sets for the players, and a set of your own (if you don't have one). I find maps to be much better than theatre of the mind, but you don't need minifigs for it. I knew an excellent DM who used little multicolored blocks that snapped together. They fit in the squares perfectly and were definetly much better than minifigs.
DM: He doesn't have much besides the skin on his bones.
Me: I'll take the skin on his bones, then.
Also, this is for Redwall nerds: Eeeeeuuuuulllllllaaaaaaaalllllllliiiiiiiiiaaaaaaaaa!!!!!!!!!!!!
1. If your FLGS has inexpensive dice, I'd go for the "here are YOUR dice." Nothing wrong with creating dice goblins early. That said, you can do really well with a single set for the players and a single set for you.
2. Lost Mines is one of the stock good opening adventures. I am personally very partial to the Candlekeep mysteries because I happen to think they're well written and each is 'doable' in 1-3 sessions.
3. If you are the only one with experience, I would focus on the rules as they need to come up. Focus on this kind of exchange:
You: What do you want to try to do?
Them: I want to rush up and release the wolves before they can notice
You: Are you being sneaky or just really fast?
Them: Really Fast.
You: Sounds like Athletics. Look that up on your sheet and tell me the number..... Okay 3. So this is an Athletics Check, and you're going to need to roll a D20, add that, and beat a 10. Do you want to lock that in and roll? Or do you have another idea?
I would try to get them describing actions, and rolling dice quickly, but also frame it from a "What do you want/ This is how hard it will be for you/ Okay, go for it" Kind of thing.
4. The easiest fit the big tropes. Protecting a caravan is good as it provides RP and combat.
Ooooooo One option: The party has been hired as "squires" to an established party of adventurers. The Big Guys go out and kill liches and dragons. The party is responsible for securing the campsite. This gives room for the party to have mentors to talk to in character, as well as an excuse to "lore dump" from time to time. It also lets them see who they will be in 5-10 levels.
5. Lego mini figs are great starts. Writing on paper to make sketches is good. I use Owlbear Rodeo (free!) and you could project it on a TV or even just a laptop screen. Honestly, it varies by space and goals.
"Teller of tales, dreamer of dreams"
Tips, Tricks, Maps: Lantern Noir Presents
**Streams hosted at at twitch.tv/LaternNoir
1. I have to agree with LanternNoir, each player having their own dice will make it a bit easier. And it may cause less problems with the siblings, if they tend to bicker or argue.
2. Candlekeep is always a solid pick, but if you're looking for something a little more customizable, maybe try adapting a part of a movie your family loves, or a book that you know you players will know, as a one shot for the family. Maybe, if they like the one shot, you could even make it a campaign.
3. This is tough. Maybe just let them read the books and give a simplified rule overview. Or just explain things like, "this does this, that does that, and these numbers mean this."
4. Story hooks are something that depend on the story. If you do an adaptation, super easy. If you do a pre-made book, they normally give you some in the overview.
5. Minis are nice. And by minis, I mean chess pieces, or similar items. Legos definitely work, but when I started, chess pieces were the easiest.
As for making premade characters, definitely a good idea. But if they give you a basic idea, maybe try and make that as close to what they want. Hope this helps!
In the words of the great philosopher, Unicorse, "Aaaannnnd why should I care??"
Best quote from a book ever: "If you love with your eyes, death is forever. If you love with your heart, there is no such thing as parting."- Jonah Cook, Ascendant, Songs of Chaos by Michael R. Miller. Highly recommend
Hi. I have created 3 campaigns if you need some premade, easy-to-use content. Links in signature.