Dungeons & Dragons: Tips for Beginners and Their DM

Flo | Basic Snitch | @thebasicsnitch

Happy Halloween! You’ve put on your costume, and finally come to the realisation that what you’re doing is in effect LARPing and cosplaying for treats. In fact, you might even have given in to the nouvelle vague hype surrounding tabletop roleplaying games – perhaps even Dungeons and Dragons specifically!

Alas, you find yourself overwhelmed by the rules, classes, and races. Where to begin? Here are some tried and tested tips and tricks for new players who are being guided by an intermediate level Dungeon Master!

Be clear about your expectations

MasterSarcasm | https://imgur.com/gallery/PMj3uKK

There’s nothing worse than being stuck in a year-long medieval role-play-heavy campaign when you thought you were going to space. Before joining a group, define what exactly it is you’re interested in when it comes to tabletop roleplaying games. Would your ideal gameplay include a lot of combat? Are you expecting everyone to dress up as their character? Do you want music and scenery to add to the immersion, or is detailed narration enough? Talk to your Dungeon Master about your wishes, and conversely, recognise that they might not be able to meet all of your expectations. Of course, this goes both ways; find out how much is expected of you as a player, and ask yourself how much time and effort you are willing to invest in D&D.

Expectations also extend to your level of comfort. Ask your DM whether they plan on providing players with a consent form. It’s a shame to join a group only to realise later on that the story includes scenarios that are traumatic or uncomfortable for you to be put in. This may happen regardless of a consent form, but the DM should try their best to plan ahead. If you are aware of any specific triggers and feel comfortable talking about them to your DM, do so early on, before you start playing.

Agree on edition and core rulebooks

Although most people these days play 5th edition D&D, new players should confirm with their DM what edition they’ll be playing, as it will constitute a good prompt for Game Masters to tell their participants what information will be applicable to gameplay. A lot of blogs or guides online contain content from 3.5e or 4e that is no longer applicable to 5e games, and beginners might have trouble distinguishing which information is valid to them.

Though the game might rely heavily on the Player’s Handbook (PHB), there are other rulebooks that players might already have investigated, keen to incorporate them into their experience of D&D. Have you just discovered Unearthed Arcana? Check with your DM if they’ll allow for it to be included in their world!

Find out what templates you’ll use

With D&D Beyond’s detailed, and by now standardised, character creation template, it’s easy to be assumptive when it comes to what ‘forms’ your DM will require you to fill out; however, there are often easier, simplified versions of character sheets that can be better suited to beginners.

Snippet of homemade template | Flo | Basic Snitch | @thebasicsnitch

D&D Beyond’s character sheet fills in a lot of information automatically, which is a lifesaver for experienced players who want to save time and already know what perks come with what class and race. Beginners might be more likely to oversee this information, and could benefit from writing it down themselves, or discussing it with their DM to write it down together.

Start off easy or be prepared to conduct research

You certainly shouldn’t feel forced to play a human fighter with no feats, but if you plan on picking a tricky combination, say, a half-changeling wild magic sorcerer multi-classing as a wizard, you’ll have to conduct some research. Perhaps the most baffling aspect of D&D is its immense corpus of choices upon options upon possibilities. If you’re shocked by the amount of playable races on the web that don’t feature in the Player’s Handbook, then you’ll be flabbergasted at the sight of the long online lists of backgrounds at your disposal.

List of available Backgrounds in D&D 5e | dandwiki.com/5e_Backgrounds

Having so many options can be exciting, but it can also be overwhelming. Don’t be afraid to ask your DM for recommendations; they should be prepared to dissect your character, and be able to come up with a selection of possible classes, races, and backgrounds for you to peruse in your own time.

Consider playing a one-shot

There’s truly no better way to familiarise yourself with the game mechanics of D&D than playing the game itself. It’s very difficult to sit down with a beginner to explain all the variable rules, let alone be able to cover everything in one call.

If your DM doesn’t have time to prepare a preliminary one-shot on top of the one-shot or campaign they already have set up for your party, ask them about the option of hosting a session zero, or a quick run through of an improvised game. Essentially, you’ll be able to test run ability checks and in-combat turns – no strings attached.

Write your backstory in First Person

When a new player of mine recently got back to me with their backstory in first person, I was taken aback and impressed to discover just how much I was able to hear the character’s voice. Often, and certainly in my case, I see a lot of third person narratives, which admittedly can feel very detached. Writing in first person really brings the character to life, and even more so if you choose to incorporate dialect-specific words. For role-play enthusiasts, this further helps players prepare for what they intend to sound and act like when in character.

Know your character to the best of your ability

As a DM, there’s nothing more respectful and helpful than when a player has tried their utmost best to know everything they can about their character. When you have done research on your class, race, and background, and you are adamant about understanding your weapon attacks, spells, and abilities, the game runs smoother for everyone.

If you intend on playing a light-hearted improvised game just for the laugh of it, then showing up unprepared can of course add to the humour of the night. But be sure you’ve understood the tone of the gameplay correctly, as a lack of research and preparedness can be a big sign of disrespect or disinterest to Dungeon Masters that have spent weeks, months, or even years combing through your character to make sure they have a fulfilling time in a fully-fledged fantasy world.

What can you do as a Dungeon Master for new players?

Consent Form

I cannot recommend consent forms enough. The original form was created for the TTRPG Safety Toolkit and is adapted from the RPG Consent Checklist that appears in the Consent in Gaming supplement by Sean K. Reynolds and Shanna Germain, published by Monte Cook Games. The adapted version that I based my adapted version on can be found here.

Consent forms can seem off-putting at first, as there’s a lot of wild stuff on there, but it’s important that you and your players are comfortable at all times (except of course in moments where you have expressly agreed to feeling uncomfortable). Be sure to explain the spotlight method to your players, and convey that ‘enthusiastic consent’ does not denote support of the gruesome things mentioned in the form, but rather denotes an undeniable certainty that the player agrees for these topics to come up in-game. For players that aren’t sure, advise them to always tick yellow.

Dungeon Masters should remember that consent can fluctuate; what might have been all right for a player last week might no longer be. It is your job as a DM to check in with your players, and they should be provided with a safe space in which they can tell you that something feels off.

Questionnaire

Questionnaires are all about exploring and managing the expectations of your players, and finding out how much they already know about D&D or RPG. They are also useful when it comes to worldbuilding and plot expectations. Though most beginners might tend towards being interested in a medieval world that is mostly optimistic in tone, your players might surprise you with their answers.

Snippet of RPG Questionnaire | Flo | Basic Snitch | @thebasicsnitch

Questionnaires can help you find out what some participants find essential to have a good D&D game.

Snippet of RPG Questionnaire | Flo | Basic Snitch | @thebasicsnitch

And they are extremely useful as an extension to the consent form, for example on the topic of perma-death, of which the emotional side effects are often misunderstood, downplayed, or outrightly mocked.

Snippet of RPG Questionnaire | Flo | Basic Snitch | @thebasicsnitch

All in all, questionnaires are always a good idea, and pre-existing templates can be found online for DMs who are stretched for time!

Help Sheets

With so many rules, coupled simultaneously with a huge lack of specific guidelines, it can be useful to have something to refer to that is more condensed than the Player’s Handbook. I had a hard time finding help sheets online that were all-inclusive; 1) colour-coded 2) succinct 3) extensive (includes actions, movement, conditions, environmental effects).

Snippet of Actions in Combat Help Sheet | Flo | Basic Snitch | @thebasicsnitch
Snippet of Movement Help Sheet| Flo | Basic Snitch | @thebasicsnitch
Snippet of Conditions Help Sheet | Flo | Basic Snitch | @thebasicsnitch
Snippet of Environmental Effects Help Sheet | Flo | Basic Snitch | @thebasicsnitch

If you plan on being a part-time, long-term Dungeon Master, consider creating your own help sheets, or adapting yours from a pre-existing template. Players will be able to refer to them in-game when you are caught in narration or Non-Player Character (NPC) role-play, and they might just spare you a lot of questions.

Colour-coding and/or semiology

D&D Beyond’s pre-made character templates aren’t very eye-grabbing, which is important when learning rules quickly; when you’re playing D&D, your eyes have to gravitate towards specific information, which is even more important when engaged in combat. This is particularly useful when playing remotely. Don’t know what AC and HP are, or where on your sheet they are located? With colour-coding, your DM will be able to refer to them easily, and you’ll be able to spot them immediately.

Snippet of Adapted Character Sheet | Flo | Basic Snitch | @thebasicsnitch

Of course, it’s the DMs job to make sure everybody is included to an equal degree. Remember to check with your group that all players are able to see colours the same way; if you have a colourblind player, consider semiology instead, and rely on symbols that stand out and can easily be used as visual references. If you have visually impaired players, you will be partly responsible for coming up with a solution that facilitates learning D&D comfortably and quickly.

In-depth Character Creation Discussion

Last but not least, if you’re a high-commitment group, then you owe it to your players to put aside an hour to discuss their character with them. They might have specific backstory questions that will surface in a one-to-one discussion, or be curious about customising something with you. It’s a fun experience that is rewarding to both parties, and will help Dungeon Masters engage in coherent and rich world-building, where characters are tied into the world itself, and where their actions and choices have an impact.

So, what are you waiting for? Halloween is the perfect time to embark on a spooktacular adventure!

TTRPG: The illusion of choice in Dungeons and Dragons

Created in the mid 70s and currently resurfacing as a popular fantasy tabletop role playing game, Dungeons and Dragons is an open world pencil-paper-and-dice game that lets your imagination run wild. But how limitless should the world be, and where do Dungeon Masters draw the line?

I recently stumbled across an archived thread in the r/DnD subreddit on the topic of railroading versus illusion of choice. Both forms of deception offer TTRPG players two or more options, with all or several of them resulting in the same outcome. The crossroads example is classically drawn on to illustrate this strategy; the party has the option to go left or right, but both paths lead back to the dungeon. If they decide on neither, the dungeon inevitably comes to them.

Is there a difference between illusion of choice and railroading?

Illusion of choice and railroading seem to be distinct in that they connote different intentions. The former is likely to occur when Dungeon Masters are ill-prepared for a twist in narrative or action, and are obliged to quickly improvise. Sometimes the only option is to put the party back on track, whatever the costs. The opposite hypothetical also warrants some attention; being overly prepared can come at a price. As a DM, I have hundreds of options laid out for my players with each choice and outcome promising to be unique and significant. Regardless of gameplay style, I know beforehand that it’s downright impossible to prepare for every scenario. When taken by surprise, I eventually come up with an improvised solution, but I’d be lying if I said I hadn’t relied on illusionism once or twice.

Similarly, railroading is a deliberate manoeuvre used to force player characters back into whatever situation the DM had intended them to be in. It leaves little room for any meaningful choices at all, and is largely more transparent than illusionism. Constant and reoccurring railroading might well be a sign of an inexperienced DM, or in the worst of cases, an uncooperative DM.

So aren’t illusion of choice and railroading, in essence, cut from the same cloth? Dungeon Solvers are of the opinion that illusionism is indeed “a form of railroading where the players can make a decision, but their choice has no effect on the game’s direction.” Illusionism is then an umbrella term that encompasses railroading. In either case, using deception too often risks affecting the level of trust between DM and PCS, and impinging on player morale.

A careful balance between deception and trust

Of course, every player’s ideal DMing style is entirely subjective, and might even depend on the edition of DnD the participants are acquainted with. Many 3e enthusiasts enjoy the idea of being pitted against their DM in a Battle Royale style massacre where no one can be trusted, and in this sense, maybe illusionism matters less, as they are essentially fighting against the DM as well.

This dynamic has evolved in 5e, and many feel that trust between the DM and the Player Character is absolutely essential for a good campaign. This relationship makes it harder to know when and if you should deceive your PCs. Are you confident that your PCs rely on you, and trust you to be helpful and honest? Avoiding illusionism as much as possible might be the best solution.

Illusionism is the easy way out

From the DM’s perspective, illusionism might just be a blessing in disguise. Presenting irrelevant choices to your party can sometimes be exactly the breather you need.

Some of the benefits of illusionism

  1. There is no longer a need to prepare as many outcomes as possible if you are not well-versed in improvisation.
  2. It can take pressure off of DMing and allow for narrative or descriptive development. Release those quirky NPC one-liners.
  3. Worldbuilding immediately becomes a lot easier; there are a limited amount of places you can and will end up.
  4. Generally speaking, it saves hours of preparation time.
  5. It’s a wonderful tactic for lighthearted, action-packed, non-RPG-heavy one shots.

At the end of the day, one could argue that what matters most is the DM’s ability to cover up these illusions and make them seem like meaningful choices. That said, the sheer thought of denying agency to the players is enough to cause distrust. Personally, I need to be able to trust my DM not to deceive me more than what is strictly necessary. In turn, players are honest about their rolls, their stats, the amount of spell slots they have left, whether they have already burned their reaction.

Video games are restrictive; TTRPG should be limitless

It’s worth emphasising that Dungeons and Dragons is unique exactly because it operates on an open world model in which literally anything can happen. These realms thrive on a plethora of meaningful choices, and if DMs choose to railroad their characters to the point of enforcing a singular set of paths, then PCs might as well play a video game.

Unlike DnD, video games are exclusive, and, prohibitively expensive (not only due to the price of the game, but also that of the console, monitor, controller, reliable internet connection…). They depend on restricted choices, be it by way of fixed quests, or the reductive binary male vs female avatar selection. Heck, Ubisoft didn’t even provide us with gender options.

DnD is about inclusivity, which should extend itself to meaningful decisions beyond choosing a class and race. Escapism seems less valuable if it’s only to perform in yet another closed off universe. Or what do I know, a one shot with an all-male human fighter cast collectively called Arno could admittedly be entertaining.

How to avoid railroading

A rough draft

In order to avoid being ill-prepared for a session, always plan out a rough draft of a few possible options. Instead of meticulously sketched out dialogue and encounter scenes, write up a page per NPC and opponents with their possible reactions, one-liners, loot, and the information they can supply the party with. If this suits your style, continue with a page per location complete with loot, traps, and monsters. Stick to bullet points!

Creative solutions

Instead of defecting to your original plan, come up with a series of creative solutions that have been pre-planned before the session and that you can fall back on when you’re in a rut. Perhaps you operate in a world where there are evil creatures spawning from set of locations (forests, towns, cities, mountains). If a radically different outcome or path is pursued and they find themselves near a spawn location, roll a d6 and choose from a list of homebrew (or existing) monsters. The inclusion of a closing combat leaves room for the modifications next game’s prep will now undergo. This allows you to be the kind of DM that won’t render player choices meaningless, but delay them enough to give you time to adjust accordingly.

Redirect with clues

Your players might be derailing themselves from your main plot because there aren’t enough clues per session to peak their curiosity and redirect it back to the larger picture. Alternatively, you might have too many clues and pieces of information, giving them an overwhelmingly unapproachable air. Simplify your hints without taking away from their mystery, and allow for ways in which the dots can be connected.

Improvise

Easier said than done, the key to smooth flowing narrative and storytelling is to match your players’ level of improvisation. Are they responding differently to a dilemma than you had expected? Perhaps you had assumed they would save a child from a burning building, but instead they ran. Huzza! A perfect backstory for your new villain; a vengeful, burn-ridden baby warlock of a fiend patron. Creepy.

Is illusionism ever acceptable?

All that said, sometimes the DM is, ironically, left without a choice. Fortunately, non-toxic ways of dabbling in illusionism do exist. For example, if your party is having fun advancing in a particular quest but are way off track, nudging them in the right direction shouldn’t be frowned upon. See it as a help action that is in their best interest rather than your own. By no means is this participating in toxic railroading where the outcome is always the same no matter what the players choose to do. If you put in the work, it’s likely that participants will instinctively feel the difference between a forced path, and an intelligent choice that aligns with their quest. Despite the modicum of extra DM prep it might imply, there really is nothing better than imbuing your players with genuine curiosity, and newfound purpose.