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The group I use this with: I run organized play at a boarding high school: almost all my kids come into a year unfamiliar with D&D. Our sessions tend to be 1/2 social, 1/4 exploration, 1/4 combat, 'cause the kids really like chatting with the town drunk, trying to intimidate yetis, and the like. That said, the times they get tripped up on rules and ...


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I have seen a few quick reference sheets, some of them were really nice and I don't think that creating a new one will be a necessity. A good quick reference sheet will definitely need more space than just one page Unless you are thinking about a A3 format page, printed on both sides. Then, it could do. It should include: Key mechanics ...


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Assuming some of these friends of your friend do not have any roleplaying experience... I start with a "Don't Panic" notice, explaining not to worry if they don't get anything that is to follow. It will become clear after they play. I then give the definition of a cooperative game (one in which all the players work together towards a common goal). Many ...


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My explanation of RPGs to "strangers to the idea": When you watch a movie or read a book you sometimes have the idea that the personalities are behaving in a stupid way ("don't do that...!"). In an RPG you play a personality (most often a Hero) and decide its actions in a story thought up by the Storyteller/GM/DM. There are some rules about ...


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Some initial explanation is needed, but not much. I have introduced several new players to RPGs, most of them have some idea of what they were getting into, but not always, my basic intro speech is something like: "This is a role playing game, which means you will be playing a single character in a world, I am the Game Master, which means I am essentially ...


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How to explain D&D to new players? I like easy questions: don't. Set up a session where you can show them the concepts and be explicit about what you are doing: This is a short session to show you what D&D is like, to see if you like it and want to play more. We will have four encounters and to make it easy for you I'm going to tell you now ...


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Don't explain, just play. ExTSR's shock treatment for a "rules light" approach to D&D is explained here. I've used it without knowing what it was, and it works. The play's the thing. As told by Rob Kuntz and others who first began playing with Gary Gygax in the game's formative years, it was common to have very few rules, and a group of players ...


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I can't read the answers as I am currently playing (very slowly) the starter game lost mines, and I spotted some spoilers so sorry if i repeat people. If there is someone they really need to talk to, describe them in a little more detail, make them someone of note. Make a joke "remember this isn't a computer game the people don't have question marks over ...


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How should I go about choosing an adventure for a group of new players? The most important thing is to find something that speaks to you. If the premise leaves you flat, you are not so likely to be able to breathe life into the campaign. The other most important thing is to find something your players will enjoy. Heck, they'll probably enjoy anything ...



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