I need a bit of advice on my situation. In a few month, I will be starting a new regular campaign as a DM (I have some experience, but not a lot of it). Most of my players have played for a bit and know the rules well, some of them are even quiet experienced. But one player is new and has never played D&D (or any TTRPG for that matter). She asked me if we could do a "test session" before diving into a regular campaign to see if she likes the experience. So here is my question, what should I do in this test session? I'm thinking about drafting some characters on my own and distributing them to my players so that it doesn't take hours of prep for them before hand. My idea is to do a 3-4h long session with a bit of everything D&D has to offer (some roleplaying with NPC's, try to encourage roleplaying between the players, and especially with the newbie, and a basic combat) to get her familiar with all the concepts. Is it a good idea? If so, what level should I put the characters at for this test session? Level 1 seems boring to me and I'm afraid the newbie will not enjoy her time at the table with such tedious gameplay from a lvl 1 character (but that might just be my experimented player talking). On the other hand starting higher then lvl 1 might overwhelm her with too much information. Maybe a level 2 martial character so she doesn't have to deal with spells?
I feel like I'm thinking too much about it, It's a lot of stress to have a player's first experience be at your table. I really want to do the game justice!
As someone who regularly runs a game at the local library, I have often had to introduce completely new players. My own suggestion would be level 3, as it's still fairly simple but gives more of a taste of what the game involves than first or second.
Also, if you can, give the person a set of dice for the game but not just any dice. Make sure each die type is a different color. Being able to say "roll a d8, that's the yellow one," is going to make things easier and smoother. Also, if possible make she has enough dice that she can roll anything you need her to roll in one go. If she has a spell like Cloud of Daggers give her 4d4; make sure she has two d20s for advantage and disadvantage.
I would ask what she expects from a test session. Is she looking for it to be a straight dungeon crawl and combat experience? Is she expecting heavy roleplay? A 50/50 split? Basically I want to know if she really has no expectations at all or if she's on the other end of the spectrum and has only watched Critical Role which risks her falling prey to the Mercer Effect. (If the latter I recommend that they watch some Viva La Dirt League D&D so they can see what happens when complete newbs play the game as opposed to people with years of experience.)
Then I would let her know her choices for the test session are simple pregenerated characters to go right in to gameplay. Or a session zero where she and the rest of the players create the characters they'll use if she decides to join the campaign. Once character generation is done then it's a simple "This is how your characters meet" scenario. Maybe some tavern games to explain how to use ability checks. Then a quick bar brawl to explain combat.
As far as character levels, if you don't like level 1 & 2 then start them out at level 3. I wouldn't go any higher than that to keep turns simple. You don't want her to be overwhelmed by ability choice.
She doesn't have any expectations, I don't think she has ever watched any TTRPG and has only heard of it. So she doesn't know anything, that's why I was hesitant about starting at level 2-3 since there will be much more info to register on the character sheet, even for a martial.
In my newest group during our session 0 we had a mini combat to finish the rules / combat / dice over view. It was fun, plenty of time to teach and explore how the game works.
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CENSORSHIP IS THE TOOL OF COWARDS and WANNA BE TYRANTS.
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The where to start question...first, let me answer your questions.
1- So here is my question, what should I do in this test session?
Answer - Make sure you take time with the new player and answer all their questions. It's about developing and cultivating a new player so they can see just how fun DnD is. Don't overwhelm them. (Use a checklist - https://www.level1geek.com/blog/dnd-session-0 )
2- Is it a good idea?
Answer - Yes/No. She should learn and know how to make her character. However, she isn't alone (none of us are) you as the DM should have this process as part of your Session Zero. Plus, she will have questions, and who likes reading through a 100+ page book or pdf to find all the answers... when so much knowledge is inside your brain, as the DM! Share your wealth of wisdom and a little time (that's what session zero is all about). However, reading is key to unlocking a deeper understanding of the system and gameplay mechanics around the table (or VTT) let alone meeting new people, making new friends, and becoming better at "people skills". Regarding level choice, my thought is if you can understand session zero and take the time to research the manuals, tomes, links, videos etc. then level 1 will be just as fun as levels 2, 3, or 4. Take the time to get to know your players and their character's goals it's what good DM's, players, and people do! (Read more - https://halflinghobbies.com/new-campaign-level)
3- If so, what level should I put the characters at for this test session?
Answer - I vote for Level 1. If only we could make a poll and vote, survey, or leave it to the roll of the dice - 3
I would start with a level 1 character. If you’re giving her a solo adventure session, then a Cleric might be an option: reasonably handy and durable in melee with some spellcasting, to get an introduction to the magic rules (without being critically dependent on spellcasting). Bard or Druid would be similarly versatile starts. Run through some social and exploration encounters, ability checks and eventually a low-challenge combat encounter or two.
I would start with a level 1 character. If you’re giving her a solo adventure session, then a Cleric might be an option: reasonably handy and durable in melee with some spellcasting, to get an introduction to the magic rules (without being critically dependent on spellcasting). Bard or Druid would be similarly versatile starts. Run through some social and exploration encounters, ability checks and eventually a low-challenge combat encounter or two.
We are not doing a solo adventure session, just a one-shot introductive session with all the other players that want to start the campaign to show her the basis of the game so she gets a feel for it.
I was thinking of starting at level 3 so that it's not too boring for a first experience, but to avoid overwhelming her with too much rules, maybe a martial or semi-caster character like a fighter, a paladin or maybe a ranger. That way she could get a feel for a little bit of spell casting without it being the whole gameplay of the character.
I'm going to buck the trend a little and say that you should start her at whatever level she would be for the campaign's first session. Get her accustomed to the exact level of complexity she would be experiencing when the game actually starts. That way she has a feel for what to expect and more familiarity and confidence in what she'll be doing on a regular basis.
I'm also going to defend level 1 play by saying that if you think it's boring, you're the one making it that way. Level 1 characters may have fewer "cool" things to do each round of combat, but they still have tricks and the added challenge of being more strategic about their approach to resources/problem-solving. Skills, equipment use, roleplay choices and combat strategy (which often means avoiding it) make level 1 dynamic. It's the impatience of the player or the poor planning of the DM that can make it dull. Viva level 1, I say.
Lol, I will support the trend, explaining to her why you're giving a couple free levels, bearing in mind the extra HP is a survival thing for if the encounter you set up suddenly starts going poorly for them. I think, as long as the rest of the party is there to support, guide and help teach the new player the ropes, a 3-4 hour one-shot should get them up to speed enough on the mechanics, to be viable to start the campaign. That alone will help the campaign not lag too badly off the start, which will allow you to throw your hooks, sow the seeds of interest and get the group in motion. The RP side will come more and more as the actual campaign starts rolling, I think.
The level 1 vs level 3 debate, I agree with starting campaigns at 1, for the experience and development of the character. To teach, I lean towards giving a couple options of things to do, instead of having the option to "try to hit the thing with my weapon/spell" A peek, if you will, to how characters advance and enhance their abilities. This will end up being even more notable when the campaign starts and they only have the hit with my stuff option. It should give them a better appreciation of how the characters get a little more badass with every level. They will likely be more excited to see the next level and what new things they can do.
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Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I agree that level 1 needn’t be boring. It’s simple partly because it’s where beginners are expected to start. She’ll have plenty to do in that introductory session with getting familiar with the rules and basic class features without having to worry about subclass features etc. She’ll be busy getting her head around many things that you take for granted now.
One thing I've found helpful for new players is to have them play a character very similar to what they are envisioning for the main campaign. This can give them ideas on if it's a style of character they enjoy or perhaps get ideas on what they could change to make it more enjoyable.
Also I usually let them start with a subclass so they can play around with those powers. So level start is 1-3, depending on class they are interested in. This let's them see if that particular builds fulfills the character they picture in their imagination.
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Hello everyone,
I need a bit of advice on my situation. In a few month, I will be starting a new regular campaign as a DM (I have some experience, but not a lot of it). Most of my players have played for a bit and know the rules well, some of them are even quiet experienced. But one player is new and has never played D&D (or any TTRPG for that matter). She asked me if we could do a "test session" before diving into a regular campaign to see if she likes the experience.
So here is my question, what should I do in this test session? I'm thinking about drafting some characters on my own and distributing them to my players so that it doesn't take hours of prep for them before hand. My idea is to do a 3-4h long session with a bit of everything D&D has to offer (some roleplaying with NPC's, try to encourage roleplaying between the players, and especially with the newbie, and a basic combat) to get her familiar with all the concepts. Is it a good idea? If so, what level should I put the characters at for this test session? Level 1 seems boring to me and I'm afraid the newbie will not enjoy her time at the table with such tedious gameplay from a lvl 1 character (but that might just be my experimented player talking). On the other hand starting higher then lvl 1 might overwhelm her with too much information. Maybe a level 2 martial character so she doesn't have to deal with spells?
I feel like I'm thinking too much about it, It's a lot of stress to have a player's first experience be at your table. I really want to do the game justice!
Thanks in advance for your wisdom sages!
As someone who regularly runs a game at the local library, I have often had to introduce completely new players. My own suggestion would be level 3, as it's still fairly simple but gives more of a taste of what the game involves than first or second.
Also, if you can, give the person a set of dice for the game but not just any dice. Make sure each die type is a different color. Being able to say "roll a d8, that's the yellow one," is going to make things easier and smoother. Also, if possible make she has enough dice that she can roll anything you need her to roll in one go. If she has a spell like Cloud of Daggers give her 4d4; make sure she has two d20s for advantage and disadvantage.
I would ask what she expects from a test session. Is she looking for it to be a straight dungeon crawl and combat experience? Is she expecting heavy roleplay? A 50/50 split? Basically I want to know if she really has no expectations at all or if she's on the other end of the spectrum and has only watched Critical Role which risks her falling prey to the Mercer Effect. (If the latter I recommend that they watch some Viva La Dirt League D&D so they can see what happens when complete newbs play the game as opposed to people with years of experience.)
Then I would let her know her choices for the test session are simple pregenerated characters to go right in to gameplay. Or a session zero where she and the rest of the players create the characters they'll use if she decides to join the campaign. Once character generation is done then it's a simple "This is how your characters meet" scenario. Maybe some tavern games to explain how to use ability checks. Then a quick bar brawl to explain combat.
As far as character levels, if you don't like level 1 & 2 then start them out at level 3. I wouldn't go any higher than that to keep turns simple. You don't want her to be overwhelmed by ability choice.
She doesn't have any expectations, I don't think she has ever watched any TTRPG and has only heard of it. So she doesn't know anything, that's why I was hesitant about starting at level 2-3 since there will be much more info to register on the character sheet, even for a martial.
In my newest group during our session 0 we had a mini combat to finish the rules / combat / dice over view. It was fun, plenty of time to teach and explore how the game works.
CENSORSHIP IS THE TOOL OF COWARDS and WANNA BE TYRANTS.
The where to start question...first, let me answer your questions.
1- So here is my question, what should I do in this test session?
Answer - Make sure you take time with the new player and answer all their questions. It's about developing and cultivating a new player so they can see just how fun DnD is. Don't overwhelm them. (Use a checklist - https://www.level1geek.com/blog/dnd-session-0 )
2- Is it a good idea?
Answer - Yes/No. She should learn and know how to make her character. However, she isn't alone (none of us are) you as the DM should have this process as part of your Session Zero. Plus, she will have questions, and who likes reading through a 100+ page book or pdf to find all the answers... when so much knowledge is inside your brain, as the DM! Share your wealth of wisdom and a little time (that's what session zero is all about). However, reading is key to unlocking a deeper understanding of the system and gameplay mechanics around the table (or VTT) let alone meeting new people, making new friends, and becoming better at "people skills". Regarding level choice, my thought is if you can understand session zero and take the time to research the manuals, tomes, links, videos etc. then level 1 will be just as fun as levels 2, 3, or 4. Take the time to get to know your players and their character's goals it's what good DM's, players, and people do! (Read more - https://halflinghobbies.com/new-campaign-level)
3- If so, what level should I put the characters at for this test session?
Answer - I vote for Level 1. If only we could make a poll and vote, survey, or leave it to the roll of the dice - 3
https://survey.alchemer.com/s3/6841150/dnd
4- Maybe a level 2 martial character so she doesn't have to deal with spells?
Answer - Ask your player because ultimately it's their character.
Now, for my questions...
For an in-person game watch or listen to the video below for ideas
Sincerely,
(The) Bloodhorn
P.S. Every good game starts at its origin with #sessionzero gaming gear and costume design (I just googled "session-zero", no affiliation BTW).
I would start with a level 1 character. If you’re giving her a solo adventure session, then a Cleric might be an option: reasonably handy and durable in melee with some spellcasting, to get an introduction to the magic rules (without being critically dependent on spellcasting). Bard or Druid would be similarly versatile starts. Run through some social and exploration encounters, ability checks and eventually a low-challenge combat encounter or two.
We are not doing a solo adventure session, just a one-shot introductive session with all the other players that want to start the campaign to show her the basis of the game so she gets a feel for it.
I was thinking of starting at level 3 so that it's not too boring for a first experience, but to avoid overwhelming her with too much rules, maybe a martial or semi-caster character like a fighter, a paladin or maybe a ranger. That way she could get a feel for a little bit of spell casting without it being the whole gameplay of the character.
I'm going to buck the trend a little and say that you should start her at whatever level she would be for the campaign's first session. Get her accustomed to the exact level of complexity she would be experiencing when the game actually starts. That way she has a feel for what to expect and more familiarity and confidence in what she'll be doing on a regular basis.
I'm also going to defend level 1 play by saying that if you think it's boring, you're the one making it that way. Level 1 characters may have fewer "cool" things to do each round of combat, but they still have tricks and the added challenge of being more strategic about their approach to resources/problem-solving. Skills, equipment use, roleplay choices and combat strategy (which often means avoiding it) make level 1 dynamic. It's the impatience of the player or the poor planning of the DM that can make it dull. Viva level 1, I say.
Lol, I will support the trend, explaining to her why you're giving a couple free levels, bearing in mind the extra HP is a survival thing for if the encounter you set up suddenly starts going poorly for them. I think, as long as the rest of the party is there to support, guide and help teach the new player the ropes, a 3-4 hour one-shot should get them up to speed enough on the mechanics, to be viable to start the campaign. That alone will help the campaign not lag too badly off the start, which will allow you to throw your hooks, sow the seeds of interest and get the group in motion. The RP side will come more and more as the actual campaign starts rolling, I think.
The level 1 vs level 3 debate, I agree with starting campaigns at 1, for the experience and development of the character. To teach, I lean towards giving a couple options of things to do, instead of having the option to "try to hit the thing with my weapon/spell" A peek, if you will, to how characters advance and enhance their abilities. This will end up being even more notable when the campaign starts and they only have the hit with my stuff option. It should give them a better appreciation of how the characters get a little more badass with every level. They will likely be more excited to see the next level and what new things they can do.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I agree that level 1 needn’t be boring. It’s simple partly because it’s where beginners are expected to start. She’ll have plenty to do in that introductory session with getting familiar with the rules and basic class features without having to worry about subclass features etc. She’ll be busy getting her head around many things that you take for granted now.
One thing I've found helpful for new players is to have them play a character very similar to what they are envisioning for the main campaign. This can give them ideas on if it's a style of character they enjoy or perhaps get ideas on what they could change to make it more enjoyable.
Also I usually let them start with a subclass so they can play around with those powers. So level start is 1-3, depending on class they are interested in. This let's them see if that particular builds fulfills the character they picture in their imagination.