Have them use pre-generated characters. If you are using Lost Mines, use those; if not, ask them generally what kind of character they want to play (sneaky, good at fighting, a spell caster; a mix of spellcaster and fighter; i.e. rogue, fighter, wizard, cleric). I would discourage the more complicated classes for now. Asking them about races (again, offer a limited range, unless some one specifically asks, e.g. "are there cat people?"). You can then make the characters yourself. My rule at the drop-in table I run weekly is that players who are new to 5e have to use one of the pregens I keep on hand for at least 3 sessions; the class and race selection for those "starter" pregens are limited. Then they can create their own character from scratch who starts at the level the pregen has gotten to. Those new characters are not subject to race/class restrictions (except that I don't allow monstrous races, nor Eberron or Ravnica races unless we are playing in those ettings)
If they are using printed sheets, color code important numbers/sections, and refer to those colors when asking for that info. (i.e. What is your AC? That's the number in blue)
Consider doing the same with dice, assuming you haven't gotten dice for them yet: all the d4s one color, all the d6s another, etc. Alternatively, search the internet for dice guides you can print out for them.
There are some great YouTube videos with tips for introducing new players. If you just search "D&D for new players" or a similar phrase you'll get several good results. I recommend the various D&D tip videos from Geek & Sundry.
If I were going to DM for brand new players who have never played a Pen & Paper tabletop RPG before, I'd probably start with a one-off game and pre-created characters for them. I would probably create one of each class so they have some options to chose from. I'd give them a brief rundown of what everything on the character sheet means, and then I'd launch right into it, and try for something that would immediately grab them and throw them in an interesting situation, not necessarily combat but something that might utilize some skill checks and problem solving, immediately getting them into a cooperative headspace.
If they enjoyed themselves and wanted to do it again, then I'd probably consider running a longer campaign and working with them each individually to create characters and develop a background I can weave into the narrative.
Some other suggestions: 1. Get spell cards if you have them. Giving those with spells cards they can hold and look through makes it a lot easier on the players to avoid getting paralyzed by choices. You could make them yourself or print them off if you don't want to buy them.
2. Know the rules yourself as well as you can so that you can quickly answer questions with authority and continue on. I've seen a lot of people lose interest in the game because they get caught up in the minutiae of the rules and the fun and story grinds to a halt while players flip through the books finding a rule. If you know it already with confidence, you can answer their questions and keep the game going.
3. Don't expect perfection. Mistakes will be made, poor choices will lead to bad results. You don't want to sugar coat things, or coddle the new players, just as much as you don't want to stomp them into the ground with a dragon their first session. Let them make mistakes, let them explore and stretch their creative muscles. Keep them on track, but don't stifle their fun by trying to force things too much. At the end of the day it is a cooperative storytelling game and they contribute to the story too. It's meant to be fun, so enjoy it, and help them enjoy it.
fairly simple and easy run, will give the players a chance to try the three pillars (RP, combat and exploration).
Next starting a campaign Lost mines is not only a good starter box, but a good sandbox adventure. You could just stick with the material in the box, but its easy to add your own stuff or others bits. However before starting the campaign I took a an idea from this video https://www.youtube.com/watch?v=AIFxPXlTzlQ I just replaced Moloc with the big bad from LM which gave the players an extra incentive to dig around in LM (pc had been kidnapped by person looking for something and the name of their boss was dropped by them).
As a general teaching tool for dm and players this adventure is quite good. I personally don't like death encounters (esp when they are for a relatively mundane part of the adventure and they are performing an action which they have to do to progress). There is one I would modify from a 50% chance of insta death. But overall it does a fair job of explaining the encounters to the dm and what rules will come into play, doing what it says on the tin.
As for first /starting pc, some classes /races are easier than others for beginners. To start with I would stick with pregens or if rolling the basic races /classes in the free pdf from WOTC. Def do not need more for the first few levels.
I've found that new players are often unsure regarding dice rolls. I always make sure they understand that "greater than or equal to" the target DC is a success.
The other thing I've found with new players is - it helps to actively ask them for ability checks as a DM. They don't always know what they can "do" and if you actively ask for ability checks it helps them gain confidence.
Finally, regarding roleplay: With new players, they are often uncertain or shy about roleplaying. In order to encourage roleplay I usually say to them (if they are talking to a shopkeeper, praying to a God, whatever) - "Great! Now, what would [your characters name] say to that person! And then I make sure to reward them by answering in character back to them. Over time, they gain confidence and start to find their characters "voice."
Oh - and players LOVE battles. They've got all these cool abilities, and if a session goes by without them getting to use them in some way, they get disappointed. As a DM who loves the roleplay element, and who considers battles to be a chore, I've had to really work to make sure I'm giving them fun encounters.
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What are some good tips to make it easier for me and them? They have never played before but I have taught them a little about the lore.
Thanks in advance!
Have them use pre-generated characters. If you are using Lost Mines, use those; if not, ask them generally what kind of character they want to play (sneaky, good at fighting, a spell caster; a mix of spellcaster and fighter; i.e. rogue, fighter, wizard, cleric). I would discourage the more complicated classes for now. Asking them about races (again, offer a limited range, unless some one specifically asks, e.g. "are there cat people?"). You can then make the characters yourself. My rule at the drop-in table I run weekly is that players who are new to 5e have to use one of the pregens I keep on hand for at least 3 sessions; the class and race selection for those "starter" pregens are limited. Then they can create their own character from scratch who starts at the level the pregen has gotten to. Those new characters are not subject to race/class restrictions (except that I don't allow monstrous races, nor Eberron or Ravnica races unless we are playing in those ettings)
If they are using printed sheets, color code important numbers/sections, and refer to those colors when asking for that info. (i.e. What is your AC? That's the number in blue)
Consider doing the same with dice, assuming you haven't gotten dice for them yet: all the d4s one color, all the d6s another, etc. Alternatively, search the internet for dice guides you can print out for them.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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There are some great YouTube videos with tips for introducing new players. If you just search "D&D for new players" or a similar phrase you'll get several good results. I recommend the various D&D tip videos from Geek & Sundry.
If I were going to DM for brand new players who have never played a Pen & Paper tabletop RPG before, I'd probably start with a one-off game and pre-created characters for them. I would probably create one of each class so they have some options to chose from. I'd give them a brief rundown of what everything on the character sheet means, and then I'd launch right into it, and try for something that would immediately grab them and throw them in an interesting situation, not necessarily combat but something that might utilize some skill checks and problem solving, immediately getting them into a cooperative headspace.
If they enjoyed themselves and wanted to do it again, then I'd probably consider running a longer campaign and working with them each individually to create characters and develop a background I can weave into the narrative.
Some other suggestions:
1. Get spell cards if you have them. Giving those with spells cards they can hold and look through makes it a lot easier on the players to avoid getting paralyzed by choices. You could make them yourself or print them off if you don't want to buy them.
2. Know the rules yourself as well as you can so that you can quickly answer questions with authority and continue on. I've seen a lot of people lose interest in the game because they get caught up in the minutiae of the rules and the fun and story grinds to a halt while players flip through the books finding a rule. If you know it already with confidence, you can answer their questions and keep the game going.
3. Don't expect perfection. Mistakes will be made, poor choices will lead to bad results. You don't want to sugar coat things, or coddle the new players, just as much as you don't want to stomp them into the ground with a dragon their first session. Let them make mistakes, let them explore and stretch their creative muscles. Keep them on track, but don't stifle their fun by trying to force things too much. At the end of the day it is a cooperative storytelling game and they contribute to the story too. It's meant to be fun, so enjoy it, and help them enjoy it.
There is a a lot of good advice in the last post , partic about not diving straight in. a good first adventure is
https://www.dmsguild.com/product/186488/A-Most-Potent-Brew--A-Basic-Rules-Adventure?term=a potent brew&test_epoch=0
fairly simple and easy run, will give the players a chance to try the three pillars (RP, combat and exploration).
Next starting a campaign Lost mines is not only a good starter box, but a good sandbox adventure. You could just stick with the material in the box, but its easy to add your own stuff or others bits. However before starting the campaign I took a an idea from this video https://www.youtube.com/watch?v=AIFxPXlTzlQ I just replaced Moloc with the big bad from LM which gave the players an extra incentive to dig around in LM (pc had been kidnapped by person looking for something and the name of their boss was dropped by them).
https://www.drivethrurpg.com/product/198147/My-First-Adventure
As a general teaching tool for dm and players this adventure is quite good. I personally don't like death encounters (esp when they are for a relatively mundane part of the adventure and they are performing an action which they have to do to progress). There is one I would modify from a 50% chance of insta death. But overall it does a fair job of explaining the encounters to the dm and what rules will come into play, doing what it says on the tin.
As for first /starting pc, some classes /races are easier than others for beginners. To start with I would stick with pregens or if rolling the basic races /classes in the free pdf from WOTC. Def do not need more for the first few levels.
I've found that new players are often unsure regarding dice rolls. I always make sure they understand that "greater than or equal to" the target DC is a success.
The other thing I've found with new players is - it helps to actively ask them for ability checks as a DM. They don't always know what they can "do" and if you actively ask for ability checks it helps them gain confidence.
Finally, regarding roleplay: With new players, they are often uncertain or shy about roleplaying. In order to encourage roleplay I usually say to them (if they are talking to a shopkeeper, praying to a God, whatever) - "Great! Now, what would [your characters name] say to that person! And then I make sure to reward them by answering in character back to them. Over time, they gain confidence and start to find their characters "voice."
Oh - and players LOVE battles. They've got all these cool abilities, and if a session goes by without them getting to use them in some way, they get disappointed. As a DM who loves the roleplay element, and who considers battles to be a chore, I've had to really work to make sure I'm giving them fun encounters.