8 ways to ensure a new player has fun during their first game of D&D

One of the most exciting things about being a DM/GM for any TTRPG is the look of excitement on a new player’s face once they realize that they really can do try to do anything as the character they’re playing.

The gears start turning in their heads, and the question always comes: “Wait. So I can climb that building?/steal from that noble?/drink ALL the booze in this tavern?/Start a brawl right here and now?”

And the DM, with a sly, knowing smile, answers: “Well, you can certainly try.” 

Bringing new players into D&D is one of the greatest joys of the game, but it can also be one of the hardest things to do. Dungeons and Dragons is a huge game after all, and most people aren’t even willing to read the rule book to Monopoly let alone the multiple books containing the rules of D&D. It can be a little overwhelming, to say the least.

So the onus falls on DMs to walk would-be D&D players through their first foray into the hobby, and believe me when I say that this has to be done delicately. 

A lot of DMs (myself included) have made some critical blunders with a new player at their table, which could mean disaster for their future interest in the game.

So here are a few tips to avoid those pitfalls the next time a newb joins the party.

You don’t need to explain everything

As mentioned in our article How to make Session Zero fun for the playersnew additions to D&D don’t have to have an intricate understanding of proficiency bonuses, spell slots, or, god-forbit, carrying capacity before beginning their first adventure.

All they really need to know is which dice the d20 is, and what numbers to add to it for whatever it is they’re trying to do. That’s honestly it. You’d be amazed how far that can get you in the first session.

Keep combat short and simple

The first combat encounter of a one-shot, or Session One of a longer campaign, should be a just glimpse at how combat works. Throw a few bandits, or goblins, or wolves at the party that they can dispatch in two or three rounds. Definitely do not go throwing enemy spellcasters at the party (imagine how lame being stunned your first game of D&D would be), or have a long-drawn out fight with something that just won’t die.

Combat can often be the most frustrating and, on occasion, boring part of a session, so make sure that it’s quick, cinematic, and, above all, simple enough for a new player to follow.

Don’t make the session a marathon

Us D&D vets revel at the opportunity to have a 4+ hour D&D session. We know that 2-3 hours is the norm (though some may even consider that short), and that that’s around how much time it takes for a few encounters, or maybe just one big combat session.

To non-D&D players, spending three hours playing what they may consider to be a board game without the board takes a lot of effort and concentration. For 1) They’re not used to having to imagine what the hell is going on for hours at a time (unless they’re big into audiobooks or something) and 2) Not knowing how everything works and worrying if they’re doing things wrong can get seriously frustrating, especially after a few hours.

Playing even one session of D&D is a commitment, so be sure to keep in mind that new players are merely trying the hobby on for size, and aren’t nearly as inherently invested as you, the DM, may be.

Include breaks

Even just quick five minutes breaks at the top of the hour to grab a drink, hit the washroom, or reply to text messages. You don’t want the new player to feel like they’re stuck in a long ass class with a strict teacher that won’t allow them to go on their phone, but you also don’t want them to start feeling like they’re trapped in the game for hours on end.

Ensure there are quality snacks

Even if they might not be that into D&D, spending time around a table joking around with friends and eating good food is always the mixings of a good time. Throw in a few beers or cocktails into the mix (if you’re into that sort of thing) and you’ve got a party, whether the new players enjoy the D&D aspect of the night or not.

Give them at least one big moment

Whether it’s fudging some HP to allow them tog get the final blow on one of those goblins, or lowering a DC a bit so that they can be the one to convince the town guard to help the party, make sure that the new player has at least one big win that they can look back on.

A lot of new players are worried that their lack of experience will be a detriment to a party full of experienced players, so that defining moment where they were an obvious asset will help to quell those anxieties.

Give a hint of what D&D can be

It could be ending the one-shot with a mysterious plot hook, or an offhand remark about some wild high-level spell, or tales of past campaigns, but make sure that the new player gets an idea that the game gets even more awesome at higher levels.

At the end of the day, D&D is really just a way for friends to get together for a few hours. Make sure that the new player knows that they’re welcome to play in future games, and that they did a great job playing — because again, many new players worry that they may have been a detriment due to their inexperience.

Let them keep their character sheet/dice

This is obviously optional for DMs, but if you’re anything like me you have more dice than you can count. What’s one fewer set if it means that the new player goes home holding those dice and clutching that character sheet like tokens of some secret society.

We all remember that first set of D&D dice that were our very own, don’t we?

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