Showing posts with label begin to play. Show all posts
Showing posts with label begin to play. Show all posts

The First Orrery Playtest is Live!

By RJ on 20 January 2023. 


It's here: the first public playtest of my upcoming tabletop roleplaying game, Orrery, is live. 

Inside the first playtest document linger the following game concepts:

  • Core game mechanics and ideas (action points, escalation die, no skills/classes, et cetera).
  • Character creation.
  • Five, fully fleshed out ancestries.
  • Four, in-progress backgrounds.
  • A deep dive into the Orrery itself.
  • Dozens of Orrery keystones.
  • The item system.
  • Three powerful artifacts.
  • Three spell lists (Arcane, Divine, Primal).
  • The swing of combat and action/action points.
  • Various ailments and conditions.
  • The rules on death.

In total, it's 23-pages, not including the extra Prime Orrery sheet.

I'm looking for any and all feedback.

If you would like to test out the system, get a feel for its style, and provide feedback, head on over to the RJD20 Patreon. For $1 per month, you can receive complete access to all Orrery playtest materials: the core book, the Prime Orrery, and the Orrery Bestiary.

Next Friday, I'll be releasing the first full Monster Pack: goblins. In Orrery, many monsters are split into packs, giving a variety of foes to pit against the characters. For example, in the goblin pack, there are grunts, bruisers, commandos, swashbucklers, gorgers, and more! The final Orrery Bestiary will include dozens of packs in addition to solo monsters like the basilisk, dragons, and the phoenix.

The next version of Orrery will likely drop in a month's time, around February 20th. In addition to cleaning up the current rules, it will introduce two new ancestries, fully-fledged backgrounds, a sample Orrery adventure, and a few other secrets.

If you would like to learn more about Orrery before committing to supporting it on Patreon, check out this page about the game or this article announcing its creation. Succinctly, it's a mix of Dungeons & Dragons, Path of Exile, and a few other tabletop roleplaying games I think have compelling mechanics. They're all mixed together with one of my homegrown settings, Golgifell!

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As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

Here's to greatening your game and world: cheers!

How to Begin a D&D Campaign

By RJ on 17 April 2020


The world is created, the characters are made, and the starting location is set, but how do you begin a Dungeons & Dragons campaign? There are many lines to check off on your list. Is the starting point created? Are all the session zeros finished? Is the initial plot formulated? Is the opening scene ready to go? 

As I prepare for the start of my next D&D campaign, Caught in Galen, I’m going to help you or anyone else out there itching to begin a campaign correctly complete their pre-campaign checklist.

The D&D Campaign’s Starting Point

Where will the campaign begin? This is a key question you should know before your players begin to make their characters that I dedicated an entire article to awhile back. Will the party explore the titanic ruins of a dragon empire on a jungle continent? Will they delve into the depths of the Subterrane in chase of a rogue celestial? Will they begin caught in a giant city of an inherently magical population? 

Know this before anything else. You can decide it yourself, or you can pitch a few campaign ideas to your fellow players. Sometimes giving them the opportunity to help create the adventure they’ll be playing in can be exciting and cause them to become invested far more in the setting and story. For Caught in Galen, I pitched seven campaign ideas in this document. Everyone voted and the winner was clear. 

Now, we will not be just playing the campaign I wanted, but the campaign the majority of the players rooted for.

After the setting is decided, it’s time to get to work. I recommend writing out at least a page on your world, detailing its fundamental ideas and concepts, in addition to two or three pages about the snapshot of that world: the campaign’s starting point. This region guide will help players build their character concepts and connect them to the world, giving them inspiration for interesting individuals. 

In the guide I wrote for Caught in Galen, I included everything I thought was important for starting the campaign and building the characters. The opening three paragraphs detail the snapshot setting, the city of Galen, the most important current event, and what the characters might be thinking right now. 

Afterward, it details what’s happened in the city in the past month with a brief timeline, then outlines twelve iconic individuals the characters might be connected to. They all relate to the background tension in some way. The guide closes with a variant the players can give their characters related to the campaign idea and a brief description of the starting region, a small community in the metropolis. 

With all of this in place, the players are ready to build their characters, and I am ready for their session zeros.

The All-Important Session Zeros

The next line on the list concerns the campaign’s session zeros. Over two years ago, I wrote an article all about holding a successful session zero. I still stand by the ideas I shared in this article, with a small additions and shake-ups. In essence, a session zero prepares you and your group for what you want in the D&D campaign. Before holding this session zero, I do a few things. 

First, I talk to each player privately about their character and help them build him or her. I ask them loaded questions, meant to spur their imagination and connect them to the world and beginning narrative. During this Q&A session, they get a chance to build the world, too. All the basic questions I asked for the Caught in Galen campaign can be found in this document.

Next, I hold individual “actual play” session zeros with each player and their character. This allows them to get a feel for their character, my DM style, and the setting itself. Once these two individual sessions are done, I get everyone together and we talk about the campaign as a whole. 

We discuss the setting again. We build a few parts of it together, an NPC or three, an enemy or two. Then, we talk about what we want and don’t want in the campaign. Is this campaign rated G or Mature? Is slavery a sour topic? Is romance okay? Can combat be described as gory and disgusting or comical and lighthearted? Establishing all of these concepts up front is important for the longevity of the campaign. If the players create parts of the world, ensure their characters are a part of it, and they know aspects of D&D they despise won’t be present, your group is sure to last. 

As you complete everything related to session zero, it’s time to begin thinking about the basic plot that will mark the campaign’s beginning.

The Basic, Initial Plot

Before the campaign begins but after all of the session zeros are over, you should have a good idea of your party’s backgrounds and desires. Use them as a skeleton for the campaign’s initial plot and opening scene. 

Find a common thread that binds all the characters together and discover a way to spur them all to action. Do they all want to protect the town from the goblin invasion for one reason or another? The town guard needs volunteers to patrol the wilds! Are they all eager to invest themselves into a prominent family? The family calls for aid in an important investigation! 

The possibilities are endless, and they’ll be different for every group.

The Integral Opening Scene

Everything is prepared. The starting point is built out, the session zeros are finished, and the initial plot is sketched out. The only part of the list left is kicking off the campaign with an integral opening scene. This is when all the characters will come together, for one reason or another, to form a party. Hopefully, this party will brave the wilds of your world, shift to other planes of existence, and venture the vast multiverse. 

The moment of their inception will likely be sung in the songs of bards whose great grandparents aren’t yet born. How should you begin their adventure? It’s your choice; it’s a heavy burden. Should the campaign begin in medias res, with the party already together, battling a group of kobolds riding giant lizards? With this approach, you can flashback as the battle ends and discover how they ended up in the combat. Or, if you want to be classical, you could start the campaign in a dimly lit tavern or in a jail cell without any gear. 

There are many options, and you need to think about which one you want to pick. Tailor it for your group, and don’t go in without thinking. This is the beginning of your epic tale; you want to make it as great as you possibly can. 

Here are a few ideas.

  1. The characters begin in a wagon, imprisoned for crimes they didn’t commit.
  2. The characters begin on a ship in the middle of a storm, en route to the adventure location.
  3. The characters begin in a shady tavern, a hooded figure in the corning eyeing one of them.
  4. The characters begin all guarding the same caravan, looking out for bullywug attackers.
  5. The characters begin in the estate of a powerful family, each seeking the family’s blessings.
  6. The characters begin in the midst of battle, fighting a dire bear in a wooded area.
  7. The characters begin in the Astral Plane, unsure of where they are or why they’re there.
  8. The characters begin on an airship, hours before it crashes onto an island thanks to sabotage.

For Caught in Galen, I’m still fighting myself over which way to begin it.

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As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

Here's to greatening your game and world: cheers!

Toying With Trinkets

By RJ on 2 April 2018.


Items and artifacts often drive the fantastical stories we create while playing Dungeons and Dragons. These objects are powerful and have existed for the majority of D&D’s lifespan.

Examples include The Hand and Eye of Vecna, a pair of body parts from one of the most powerful undead beings to ever stalk the cosmos of D&D, or The Wand of Orcus, an obsidian, skull-tipped rod created by the Blood Lord himself to cement his power over the entirety of the Abyss.

However, items so grand and well-known are not the only objects that can contribute to a campaign’s narrative. Sometimes, tiny and seemingly inconsequential items can shed light on a character’s past, act as a catalyst for their current situation, or provide a new path for their future, or the future of their group as a whole.

These items are called trinkets.

Introduced in the fifth edition of D&D with a one-hundred entry roll table in the Player's Handbook, trinkets are weird but interesting knick-knacks that player characters can possess when the campaign or adventure begins: A mummified goblin hand, its fingers still curved inward, a tiny, ebony statue of a raven, or a vial of an unknown beast’s blood are all possible trinkets.

Today, I will be discussing how a trinket can be more than an item in a PC’s inventory, how dungeon masters and players can incorporate trinkets into the overarching narrative, and why dungeon masters should construct trinket tables personalized to the setting of the campaign.

‘Tis time to toy with trinkets, folks.

A Trinket’s Task

Every player character should start with a trinket.

To find a trinket for your character, do one of the following:

  1. Locate the trinket table in the Player’s Handbook (pg. 160-161) and either pick a trinket or roll a d100.
  2. Ask your dungeon master if they have a personalized trinket table you can roll on (more on this later).
  3. Ask your dungeon master if you can create your own trinket.
Once you have your character’s trinket, let your mind go wild and talk to your dungeon master about the object. Specifically, make the trinket’s story interesting and connected to your character. By the end of this process, your character should have an interesting item that you can use during play to add depth to your PC, and your dungeon master can utilize it in the campaign’s story.

Let me guide you through the process using one of the trinkets I described above: The tiny, ebony raven statue.

The Player

Say I have rolled on the trinket table provided by my dungeon master, and I get the tiny, ebony raven statue.

Immediately, I think about its origins. How did my character come to be in possession of this trinket? There is a myriad of possibilities: I was gifted the statue by my mentor before he passed on, or I found it while swimming in the river that runs past my town. Perhaps my brother smelted it before he went missing, or maybe I made it myself. Personally, I find option two most interesting: I found this strange trinket in the river while swimming.

Now, I ponder about the statue’s relationship with my character. Do they carry it with them everywhere, either on a chain around their neck or is it tucked away in the deepest recesses of their backpack? What if they often forget about its existence, but the trinket always appears in places it should not, like at the top of their bag, or inside their waterskin? This should be a quirk of the trinket; make it interesting, and make sure it would be something that can be shown during the campaign. I like the idea of my character being obsessed with the statue, so I’ll have them carry it around their neck on a chain.

Finally, I cement what my character thinks about the trinket Is it important to them? Do they associate the statue with luck, chance, or something more sinister? Perhaps they started having nightmares a few days after picking up the statue, but can’t seem to get rid of it. Or maybe they have had a stream of extremely amazing luck ever since they found the statue. I'm going with idea number two: My character has been having great luck since the statue has been in their possession.

Now, I have an interesting trinket: A small, ebony statue of a raven that my character found while swimming in a river near their town. Since finding it, they’ve been obsessive about keeping it safe and close by, so they bought a chain from the local jeweler designed especially for the statue. In addition, they’ve had amazing luck since wearing it, and they most definitely attribute it to the statue. Is this tiny trinket more than it seems? Is this luck random? What happens if the trinket disappears? Well...

Now that I am finished thinking about the trinket from the player’s point of view, let me switch to the viewpoint of the dungeon master. This is where the fun begins.

The Dungeon Master

I am now the dungeon master, and my player’s character has the raven statue described above as their trinket. I should be thinking: What can I do to make the item more interesting, a part of the story, and a consequential part of the campaign?

Immediately, my mind is bursting with ideas. I’ll go with the first one I have.

The ebony raven statue was the property of an old wizard that lives upstream from the PC's town. A few decades ago, hobgoblins assaulted the area, and toppled his tower, causing it and everything within to tumble into the river. The wizard survived and the hobgoblins were eventually repelled, but most of the wizard’s belongings were lost to the running water of the river, including the magical raven statue. This statue contained the spirit of an avatar of the goddess of chance, a raven that could be summoned to protect and aid her summoner. However, as months turned into years which turned into decades, and the statue slowly made its way downstream, the object lost its magic and connection to the avatar. However, now in the hands of a would-be adventurer once again, the statue’s magic is beginning to return. How long will this process take? No one knows; perhaps the spirit will return at the most opportune moment, or maybe it completely faded years ago.

Once you start, the story practically writes itself, and now you have a huge variety of plot hooks stemming directly from this trinket that relate to the player’s character! This is fantastic since most great stories revolve not around ‘the story’ but ‘the characters.’

For example, what if the original owner of the statue, the wizard, runs into the party during their adventures? Maybe he is perfectly fine with the PC having the item, and is willing to help restore its faded magic, or perhaps he desperately wants it back. It’s also possible that more of his artifacts were lost in the river and can possibly be found! More quests! More plots hooks! More possibilities!
That’s the essence of trinkets. They are little objects that can massively contribute to the story. Use them as such, fellow players and dungeon masters.

You won’t regret doing so, my friends.

Building Unique Trinkets

While the trinket tables of the current fifth editions books are interesting and valuable, they are not personalized, and they are not tailored to your campaign setting. Thus, I absolutely love creating trinkets unique to my world, and I advise all dungeon masters around the world to do the same.

Making a unique trinket table is extremely simple and fun to do and creating them especially for your setting can be quite rewarding.

The table does not need to be lengthy; the trinkets don’t need to be amazingly detailed - simply make them fit the aesthetic of your world or the setting your group will be adventuring in. If they’re delving into a terrifying jungle, flavor the trinkets to be tribal totems and natural. Exploring an ancient and desolate wasteland? Create trinkets that are simple relics of the civilizations that ruled the desert eons ago.

The trinket table for my Cursed Jungles of Yatar campaign.

Flavorful trinkets can go a long way, and they’re a blast to design!

In Summary

Toying with trinkets and making them a core part of your character as well as their story can greatly enhance your campaign as a whole.

Remember:

  1. Players, you need to think about why your trinket is important to your character, and it needs to have ‘screen time’ during play. Make sure your character pulls it out, mentions it, or does something with the trinket to establish that it’s more than an object.
  2. Dungeon masters, weave the trinkets of your group into the story! Delve into them for plot hooks, and ensure that their trinkets are consequential pieces of the narrative, not little knick-knacks that only exist to fill up their backpacks.
  3. Creating trinket tables tailored to your campaign can be an exciting exercise that will help immerse you and your players into the world.

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

Here's to greatening your game and world: cheers!

Holding a Successful Session Zero

By RJ on 23 February 2018.


A Dungeons and Dragons campaign is a collaborative storytelling experience. Sure, as the dungeon master, you’ll be creating the world your group adventures in, but the epic tales of terror and intrigue you tell will be created by folks on both sides of the screen.

Today, we’re discussing the fundamental first step of a successful campaign: Starting with a session zero. Specifically, five tips to maximize the success of your campaign’s baby steps.

Holding a session zero has become far more popular as of late. Perhaps it is the push of character’s being integrated into the story, or maybe it’s to discuss what the campaign should be about. Regardless, I’ve been a fan of sessions zeros for quite a while. They allow both the players and the DM to set expectations about the campaign before it begins. Most of the time, session zeros can solve any problems that may occur during play before they even arise, and they allow the players to participate in the building of the world.

Without further ado, let’s delve in!

Before meeting as a group, talk with each player privately.

During these conversations, try and ascertain what kind of character each player would like to play. Get them thinking about their character’s race, class, and background before you all meet for session zero. In addition, talk about what they'd like to see in the campaign. Are they searching for a romp through a mega-dungeon? Do they want a high seas adventure filled with sahuagin raiders, flamboyant pirates, and titanic monsters of the depths?

If everyone’s already thought a tad about their characters, and the campaign as a whole, I’ve found that character creation goes incredibly smooth, and is much more enjoyable for everyone involved.

Come prepared.

Before you ask your players to officially meet for session zero and create their characters, ensure you’re prepared for the process. For a campaign’s session zero, you’ll usually need the following:

  1. Information about the setting. Is the group beginning in the blistering deserts of a land forsaken by the gods, or are they delving into the depths of a jungle crawling with demons and undead? Know and remember this. Most of the time, I create a brief guide for the setting that the players can read if they’d like.
  2. Pencils, dice, and character sheets, as well as a few blank notecards and sheets of paper. The former is for your players, while the latter is for a campaign-building exercise that we’ll discuss soon.
  3. A sharp and open mind. The goal of session zero is to craft a campaign that fits both you and your players. Build on their enthusiasm, include them in the campaign-building process, and take notes on things they’re excited about.

Hold a group discussion about the campaign’s focus.

Everyone involved in the campaign should have a voice in what it’s primary focus or foci will be. In other words, the campaign’s core pillars should be decided upon by the players, with some input by the dungeon master.

I’ve seen many methods to accomplish this, but my favorite (and what I’ll be using from now on) uses notecards and dice.

Take an arbitrary number of notecards and write a genre/theme/mood on each of them. Examples include horror, slapstick, epic, weird, intrigue, tactical, exploration, and episodic. Set these cards on the table. Then, give each player four dice.

Now, have the players put their dice on the theme they want most. The more dice a notecard has on top of it, the more that theme will feature in the campaign. This allows the group to openly discuss what type of campaign they’d like and gives the dungeon master a solid idea of what their group prefers. Make sure to take notes during this portion of session zero. Using the thoughts and ideas that come from this can help make the campaign last AND be enjoyable for everyone at the table.

Establish the setting.

Before the player’s officially roll up their characters, make sure they understand the world they’ll be playing in. I’ll usually do this by giving an elevator pitch for the world and writing a short setting guide that accompanies by general world guide.

The pitch need not be long, but it should communicate the big ideas of the setting to the players.

In the setting guide, I include the brief pitch of the region or world, in addition to small patches of information on iconic locations and characters, character hooks, and a trinket table. This concise packet gives the players enough information to build on using their character's backstories, and for them to feel somewhat connected to the starting location.

Here's an example of a short and sweet setting guide for a campaign I run called The Bannerless.

Allow the players to contribute to the campaign.

Once the player characters are created, they’re woven into the world by their backstory, and the campaign is nearly ready to begin, I like to do a bit more campaign-building with the players. To accomplish this, I simply ask players a few, choice questions using a handout. 

The handout asks:

  • What’s a creature you’d like to face?
  • What’s an ally you’d like to work with?
  • What’s an item you’d like to see?
  • What’s a plot twist you’d like to occur?
  • If you’d like, please name:
    • An organization in the world.
    • A nonplayer character in the world.
    • A villain in the world.
    • A location of great wonder in the world.
Once this is done, I not only have the PC’s backstories to pore over but content that excites and was made by the players!

In Summary

Kicking your campaign off correctly is key to running a successful, fulfilling campaign. Holding a session zero is a great way to do that. During it, be sure to collaborate with your players and establish the setting that you’ll all be playing in for months and years to come. Remember:

  • Talk to each player privately about their character and the campaign. Encourage them to build something cool and unique.
  • Prepare yourself for the campaign. Think about the setting, the theme, and the starting plots. Come prepared to your session zero armed with ideas, dice, and paper.
  • As one, discuss the campaign with your group. What does everyone like? What do they dislike? How long should the campaign last?
  • Ensure everyone understands the setting by the end of the session zero. Explain its core ideas, where it is, who the important people are, et cetera.
  • Share the setting and campaign with the players. Allow them to build a faction, pitch a monster they'll eventually fight, or talk about a magic item they might seek in the future. Be collaborative.

Next week, I’ll be beginning a new series of blog posts about published Wizards of the Coast material. I absolutely love to read through adventures and books, pilfering any ideas I think sound great or would work well in my campaign or world. We’ll be starting with fifth edition’s premiere adventure book, Hoard of the Dragon Queen.

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As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

Here's to greatening your game and world: cheers!

Charming Beginners

By RJ on 12 January 2018


Welcome to 2018. A new year is upon us, and I’ve set a goal for myself: I’d like to introduce as many people as possible to Dungeons and Dragons. Whether they’re people who attend my gym, or friends of friends, I’m dedicated to spreading knowledge about the world’s best pastime: D&D.

We all know D&D is thriving. With the advent of online play, people are able to play whenever they’d like, with whomever they’d like, and they’re far more likely to hear about it. People are no longer required to sit down and play at a table (although many still do) and can either spectate, play, or create adventures online.

As a consequence, it’s easier to expose people to D&D. However, I often hear a question asked

How do I introduce someone to Dungeons and Dragons?

Today, I’d like to clearly answer this question.

Over the years, I have developed three methods to charm new players: the slow burn, into the fire, and a modest mix.

The Slow Burn

I’ll start with a somewhat strange approach I’ve utilized multiple times throughout my TTRPG career. Let’s say someone desperately wants to play D&D, but they’re too afraid to leap into the action, they’d rather just watch. So, that’s what you allow them to do. You set up the table (or video hang out) as normal and give them a front row seat to the game. Fully immerse them in the story, look at them while you speak, and show them the essence of D&D. If you use this approach, be sure to recap the events surrounding the campaign or adventure before you begin so they’re not lost.

As an addendum, if you know you’ll have a first-time spectator before you plan the session out, try to include all the core elements of D&D. Start the session with an epic fight scene, designed to show off the unlimited possibilities of combat. Sprinkle in a roleplaying encounter with a flamboyant nonplayer character who entertains both the players and their characters. Toss in a dungeon and allow them to see the party plan their expedition and eventual delve. This approach will give a new player an overview of what makes a D&D game, without them feeling like they need to contribute much their first time being at the table.

I call this method ‘the slow burn’ because you’re steadily luring potential players into the glory that is D&D. Plenty of people have asked me to do this for them and it’s worked. Sometimes, new players aren’t comfortable playing D&D before viewing how your group plays the game in the flesh. Instead, they’d prefer to witness the sheer awesomeness of D&D firsthand. It should be noted that if they ask to join mid-session, I’d allow them to do so in the form of a nonplayer character or creature. They’re hooked, and you should have no issue helping them create a character for the next time your group plays.

Into the Fire

Onto the next approach, called ‘into the fire.’ The most common method of teaching new people D&D is completely immersing them in the game immediately. This is for people who don’t need to know what they’re getting into, for people who are ready to try anything. 

Before actually playing with a new player, I talk with them beforehand, and ask them two questions:

  1. Would they like to make their own character, or do they prefer a premade character?
  2. Would they like to try a one-off adventure, start a new campaign, or join a pre-existing campaign? 
It is important to be flexible with the character question. Some people love to create their own characters, which is my go-to for new players, but I’ve encountered people who prefer to play premade characters. Creating a character is a daunting task and could be something this person has never done before. D&D players sometimes forget that what we do is inherently weird, and that’s perfectly fine! If they would prefer to use a premade, provide them with one. Else, dive into the character creation process with them, and create an interesting character using the Player’s Handbook and Xanathar’s Guide to Everything. With those two books in their hands, they’re bound to have a fantastic time building their own character.

Once you’ve helped them pick or create a character, you need to figure out how you’ll actually begin to play.

Though some new players are perfectly fine with jumping into an ongoing campaign, I’d recommend that they get their start with something completely new. This can be in the form of a brand-new campaign, where you plan out a short story and allow it to grow naturally from the character’s actions and your new and grand ideas, or you can take my preferred route and run a oneshot for the new player.
Oneshots are adventures that span a single session. There is a clear beginning, middle, and end, but how the characters traverse this path is variable. This is the ideal method to introduce a new player to D&D

Let them make their own character or give them a pregenerated one, and then thrust them into an adventure! Introduce them to all the pillars of our beloved game, but don’t drag out the session. Keep it short, about four hours, and hook them. 

Make them say, “That was AWESOME! When can we play next?” Even end it on a cliffhanger, which, if their reaction to playing was positive (as it should be), allows you to continue adventuring with their first character.

Here are a few examples of oneshot adventures:

  1. The party is hired to protect a mouthy merchant who is suspected to be the target of a dragonborn assassin. The merchant is leaving the city soon, by boat, and time is running out for the assassin. He will strike soon.
  2. The party is trapped in an ancient, abandoned dwarven stronghold. There is only one way out and only one person knows the way.
  3. Hauntingly eerie noises have been rising from the temple’s catacombs after the death of their long-time high priest. Knowing what must lie below and stricken with grief, the temple’s acolytes hire the party to investigate and deal with the disturbance. 

A Modest Mix

A model I’ve convinced quite a few people to try is a mixture of the two above methods. Usually, the person comes to the D&D session, and instead of simply spectating or leaping into the action, I have them play a specific NPC or monster that interacts with the party in an interesting way. I give them enough to play with: a name, an agenda, and interesting items. 

This isn’t my preferred method, but I’ve found it’s a modest mix of the two above pieces of advice.

In Summary

D&D is thriving. However, we can achieve even greater heights if we continue to introduce new people to this wonderful game. Though the task can seem daunting at times, I’ve found that the discussed methods work well and should provide anyone unsure about how to show their friends, coworkers, or peers D&D with a solid framework of how to do so. Again, the three methods:

  1. The Slow Burn. This is for someone who’s shy and unwilling to leap into the fray. Allow them to spectate a session live, and show them all the core aspects of the game.
  2. Into the Fire. My favorite approach. Help the new player create or choose a character, and then run a oneshot adventure for them. This need not be long but try to show them how amazing D&D can be.
  3. A Modest Mix. Mix the two above methods. Have the new player take control of a nonplayer character for a session or play a monster during a combat. Give them a role that’s not set in stone and integral to the campaign. This gives them a taste of what D&D without having a stake in the game.
I hope this helps you spread Dungeons and Dragons far and wide this year, and for years to come!

Here's to greatening your game and world: cheers!

Want More RPG Tips & Tales from RJD20?

As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.