Playing pressure of roleplaying as a D&D character and learning how to do so in the form of collaborative storytelling, which is the heart of any tabletop roleplaying game. There are some ways, however, that the DM can make a campaign more enjoyable for new players with some house rules and clever hacks.
Many first-time players of D&D will feel the need to read the entirety of the ruleset, which is several books long before they even think of playing the game. A common sentiment among new players is the idea that they are already behind everyone else and that without an almost encyclopedic knowledge of the rules they will be unable to participate in a session the correct way. The truth, however, is that there is no correct way to play D&D and as a DM, the most important thing is making the players at the table (or those who play D&D without leaving home) feel comfortable and welcomed to the game, so they can have a fun time. Often there is more than one new player in a game and even if there isn't, everyone has been new to D&D at some point. Helping players to realize they aren't in danger of breaking the rules or doing something wrong alongside some of these tips can make them more confident in their ability to play.
There are some quick tips that a DM can use to let the players participating in the campaign know what to expect and allow them to settle in comfortably. Getting the players familiar with the game space, the story expectations, and even their own character is important. Additionally, it helps to ensure players understand that it is a safe space for them where they can be free from everyday pressures. Setting up the D&D campaign to contain instances of positive that rewards them for the way they like to play will help players feel they are contributing to the story and participating effectively.
Hosting A Session Zero Makes Starting A Campaign Easier
Long-time players of D&D might be familiar with this, but hosting a session zero can go a long way to smoothing the transition into actual gameplay. A session zero is primarily used to establish the world where the campaign will be taking place and is a great time to give players information that their characters would already know, such as the world's currency, dominant factions, important historical events, pantheons, or even well-known or unique D&D NPCs and locations.
Establishing this kind of knowledge before starting the campaign can give players answers to common questions they might have, and a good indicator of what their character may already know in-game. It can be hard to make decisions as a player when there is little foundational knowledge to fall back on. Without a session zero, players may not even realize what the laws they might break are, or whether they're breaking in-universe customs.
The DM can also use this session to get an idea of where the players hope the story goes and see if any changes need to be made in order to ensure it's fun for each D&D player's class or character. This session can also give the players a chance to flesh out how their character feels and exists in the world, as well as how they might know the other party . The DM should help players to feel as if the world they will be playing in is lived in and that each character is a part of it beyond being a party member.
Using Safety Tools Can Be Important For New D&D Players
During session zero, it's also important to ask players what kind of scenarios they are comfortable experiencing during the course of the campaign. For example, some may not feel comfortable experiencing scenarios that endanger the lives of their character's family, and it's important to know that ahead of time before crafting later sessions. It isn't always possible to predict every scenario in Dungeons & Dragons where a player may feel uncomfortable, so another useful tool is the X-Card or the stoplight method.
This important TTRPG safety tool is fairly simple, as whenever a player (or the DM) feels uncomfortable about something happening, they simply hold up an index card with an X on it; or for the stoplight method, a red, yellow, or green card. An X card means whatever content will simply stop being discussed/happening, no questions asked, and is the same as a red card. The yellow card means that a player is starting to feel uncomfortable, and the content should be steered away from its current trajectory, while a green card means the player is fine to proceed. A safety tool can ensure that the DM and their players are having a good time, free from scenarios that might make them uncomfortable.
Rewarding New D&D Players For Creativity Encourages Engagement
Dungeons & Dragons is all ing imagination to craft a story that is supplemented by frequently new Spelljammer 5e ship rules.
Another great, unobtrusive way to reward their creativity within the mechanics is by giving a player Inspiration, which can be further modified by a common house rule of allowing players to re-roll on any attack, saving throw, or ability check. This lets the player feel rewarded for their creativity and gives them more of a chance to succeed. The most important thing to is to have fun, both for the players and the DM. Dungeons & Dragons is a collaborative game to share a storytelling experience that all involved should enjoy and feel a significant part of.