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While some new players might have trouble speaking up, it’s also not uncommon for some newcomers to try and center themselves at the table. Remember that D&D is a collaborative effort – working together is the most important aspect of the game. Every party member deserves a voice, so don’t drown others out. New players should feel free to share their ideas and roleplay their hearts out, but make sure everyone else gets to do so as well. Approach every situation as a team, whether it’s a horde of giants or a dark maze of underground tunnels.
There’s this weird phenomenon we all tend to have with RPGs where anything in the future is seen as limitless and unrestrained. Anything could happen! We aren’t tethered to the planes of reality; the story is ours and ours alone. But as soon as something does happen it becomes this unshakeable and immovable constant. We must not touch the past. That doesn’t have to be true. It’s important to not mess too much with the past or your actions in the present might as well be worthless – but if some side character you all hate is too important to let go of? If your character did something last session that makes absolutely no sense in the story? If you just made a mistake? Get rid of it! Forget it ever happened! Change it forever! Why not? Actions should have consequences, sure. But in no other medium are you expected to tell a perfect story without a single edit. Allow yourself the privilege of tidying up.
Keep in mind the difficulty check, known as the DC, on rolls. This is especially important for the Dungeon Master. The DC is the number that needs to be met or exceeded to succeed whatever is being attempted. Easy actions, opening an unlocked door, for instance, have a low number usually 0-10. Medium actions a medium number 10-15, and hard actions a high number 15-20. When planning your challenges, keep those in mind. Speaking of success and failure, don’t be afraid to lean into any negative characteristics your character may possess. Whether it’s from a poor attribute (low Dexterity, Strength, for example) or because you just wanted a character that is a kleptomaniac, flaws are what create depth. They are also often what a player loves most about playing. My own character, Althea, is an optimistic Druid with horrible Charisma. She is stubborn and tries to take every problem on herself. She can’t communicate with others well, so she just doesn’t.
You shouldn’t feel bad about sitting down to GM and not having a full grasp on every rule in the book. If you’re confused about how something works in play, don’t panic. You can improvise what happens in the moment and check on the rule later, or even pause the game briefly to give your players a break whilst you read the rulebook. Whatever you need, just do it. No-one is going to be upset that you don’t have an encyclopedic knowledge of how the game works on day one. (If they do, they probably suck – maybe don’t play with them.)
Though it’s been around for decades now, new players today continue to flock to Dungeons & Dragons. Some love video games like The Elder Scrolls and want a game with even more freedom of choice. Meanwhile, others want to be a part of their own fantasy novel like Lord of the Rings. For some, especially those who aren’t used to roleplaying with others, it can seem a little intimidating at the start. There’s a lot involved in creating a character, and a lot of mechanics to learn and navigate. But for those who love RPGs and spending time with fellow fantasy nerds, there’s no need to fear. Every tabletop veteran starts somewhere. Discover more info at https://dnds.store/.