The most venerated and beloved of all tabletop RPGs can be intimidating for newcomers. There are decades of rules spread across hundreds of rulebooks. Every new edition brings changes to the game, along with a new batch of players eager to enter the world of Dungeons and Dragons for the first time.

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For players new to D&D, as well as for seasoned Dungeon Masters trying to make their campaign accessible to all, it can be as difficult to sift through the mountains of contradictory advice as it is to sift through the piles of rulebooks for a certain necromantic spell. With a little work, empathy, and common sense, however, Dungeons and Dragons can be welcoming to all.

10 Don't Fixate On The Rules

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Few things in gaming are more intimidating than being told that the standard rules cover 1,000 pages, and the expanded rules cover thousands more. First-time players shouldn't give this fact a second thought. The vast majority of D&D rules are optional or niche and will never surface during the first few sessions, and if a DM intends to include such rules, they will give their players plenty of warning.

When first starting the game, it is enough to know the basics of one's character, movement, and combat. Everything else can be picked up later. It's a misconception that the rules must rule all.

9 Establish Boundaries

Dungeons and Dragons Fire Giant

D&D is the archetypal fantasy game, but its campaigns are limited only by the imagination of its players. Sci-fi, horror, and detective stories are all possible, either on their own or mixed with the high fantasy with which the game is often associated. It is important that all players are on the same page about what kind of content they do and don't want to see.

One player may not be comfortable with facing giant spiders, and another may dread the idea of Mind Flayers enslaving their character's mind. For players in a collaborative storytelling game, it is vital that everyone respects boundaries of comfort, and that is only possible with upfront communication.

8 Use Grids And Miniatures

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Many TTRPG players prefer "Theater of the Mind" games where the story takes place in the imagination rather than on a board or map. For new players, however, using a grid map and miniatures often minimizes confusion. It can be hard to track the many evolving details of a battle, and even outside of combat, maps can help deepen immersion and engross players in the world.

Every group has its own preferences, and some may favor dispensing with maps altogether, but it is worth at least considering their use in the beginning or when introducing a first-time player to the game. Whatever makes for the smoothest and most enjoyable gameplay is best.

7 Use Premade Characters

Dungeons And Dragons Half-Orc Paladin Artwork

To state the obvious, the fun of roleplaying games is playing a role. Stepping into the shoes of a hunchbacked witch, a conniving knight, or a stoic monk opens up a world of fun possibilities. For some players, breathing life into their own custom character is the best part of the game. Yet knowing how to create a fun and functional character comes with practice. Picking homebrew spells with no experience serves no one.

Offering players a selection of pre-made characters to choose from grants them a degree of choice and personalization while ensuring they will have a workable build and not cheat themselves unnecessarily. This method is ideal for one-shots and short arcs, but even in a long campaign the premade can always retire or be replaced upon death.

6 Know The Character

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While it is not important to know the ins and outs of every minute rule in the game, it is important to know what one's own character is capable of. Spending some time familiarizing oneself with the character's attributes, skills, feats, equipment, and backstory makes a huge difference once gameplay begins.

Pregame research is especially important for spellcasting classes that have even more rules to keep track of than other characters. Knowing what at what distance a Ray of Frost can hit a kobold can save another character's life. Knowing how Rudolf the Miserly feels about the King of the Blue Lands makes it easy to roleplay at the royal ball.

5 Agree On A Playstyle

Dungeons And Dragons Wand Of Orcus Artwork In The Dungeon Master's Guide

Kicking in the door, cutting down every bugbear in sight, looting the bodies, and sprinting to the next room to repeat the process is a valid playstyle. Spending an hour negotiating with the witch who has raised the bugbears since they were young is also a valid playstyle.

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Some players prefer a bloodbath with no conversation, while others prioritize roleplaying and don't care if a single die is ever rolled. Most fall somewhere in between. Understanding the group's expectations and finding one's place within the group dynamic are critical pieces for an enjoyable gaming experience. In most groups, a balance can be struck that will appease players with divergent interests. D&D can be fun for everyone, but only if everyone is clear about what they want.

4 Share The Spotlight

An Abomination

Who charms the dethroned emperor? Who claims the Sword of Silent Harmonies at the cost of their soul? Who leads the charge into the hail of arrows? It is natural to want to be the hero of the moment, to stand center stage, and to be cool. What matters is that everyone is afforded an equal opportunity to shine. Hogging the spotlight is more than bad manners; it is often game-ruining.

Ensuring the group has diverse builds is a good step towards sharing the spotlight, because the barbarian with 8 Charisma will likely let the sorcerer do the talking, and the sorcerer will likely step back when an Aboleth needs punching. A good DM will give first-time players their chance to shine, helping them grow in confidence.

3 Take Notes

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The setting of Dungeons and Dragons is only as complicated as groups wish to make it, but many people prefer their fantasy quite complicated indeed. Dutiful note-taking during gameplay helps first-time players familiarize themselves with the world, learn the names of crucial NPCs, and provide a roadmap of clues to follow as mysteries reveal themselves.

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Intimate knowledge of the setting helps speed gameplay and enhances player immersion because the world feels that much more real when it is not simply glossed over. Many DMs also appreciate having a dedicated note-taker, as it is easy to forget a crucial detail or the sequence of events in a busy campaign. Being able to offer up ready answers when the DM or a fellow party member forgets something is a great way to show one's dedication to the team and for many players is fun in itself.

2 Cooperate, Don't Compete

A Dryad

PvP games of Dungeons and Dragons in which every character is chaotic evil or a spy with an agenda running counter to everyone else can be fun, but they can also be excruciating and are typically short-lived. Sabotaging someone else's fun is not the point of TTRPGs.

There's nothing wrong with a brief clash of character personalities due to conflicting movies in the story, but sustained competition usually devolves into real-world frustration, sometimes destroying the game altogether. Simple things like using the strengths of one subclass to make up for the weaknesses of another or stepping back for a moment to let someone else shine go a long way towards party unity and fun.

1 Relax And Enjoy

A Dracolich In A Ruin

Roleplaying might occur around a dinner table or via Discord instead of on a theater stage, but that doesn't mean there's any less acting, and it's easy to feel pressured to perform. Nailing an accent or helping one's allies clinch a fight by making the best tactical spell selection feels great, but expecting constant greatness is a recipe for disappointment.

In the end, Dungeons and Dragons is a game. Mistakes will be made, and reacting to them can be more fun than "flawless" play. If a rule is forgotten, it's okay. What matters is that everyone, from the most seasoned veteran of 1st Edition to a player lifting the D20 for the first time, enjoys the game. Take a breath. Dive in. It's worth it.

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