
Sign up to save your podcasts
Or


Of all the roles the DM takes on, none is more important than bringing new players into the hobby. DM a game, and your player has fun for a night. Teach someone to play, and they may have fun for the rest of their lives (or think you’re a gigantic weirdo — it’s a win either way).
DMing new players has its own rewards and challenges. On the one hand, they haven’t played anything before, so every goblin, dragon and rogue demigod is new and awesome! On the other hand, you have to help them learn the game mechanics, their character mechanics, and how to engage with a wide-open RPG world. It’s a lot of fun but requires some extra thought to onboard the new player and make sure they have as much fun as possible.
In this episode, on the eve of DM Dave launching a mostly rookie campaign, the 3 Wise DMs talk about how they handle new players, what they do to try to teach them the game, and how they make it fun without overwhelming the poor newbs.
1:00 Dave’s new game for Bonnie’s girlfriends, all newbs, running Rime of the Frost Maiden …
4:00 Remembering 0-level antics and Necros: The Dragon Magazine school of evil wizardry
8:00 Tip 1: Where do you start? Do you teach the rules first or let them build a character they’ll love?
14:00 Tip 2: Why we hate teaching the game with pre-gen characters (well … mostly)
19:00 Tip 3: The joy of DMing players who haven’t seen any RPG tropes before
21:00 Tip 4: Guiding new players into the right characters for them
23:00 Tip 5: Letting the player create characters together instead of a bunch of secret randos
26:00 Tip 6: How we try to get new players out of their shells and into the roleplaying
29:00 Tip 7: Should you start your new players in a big town to explore or lead them right into a dungeon?
34:00 Tip 8: How self-directed are your players? Getting a feel for how they’re going to react to the world
39:00 Tip 9: What do you do beyond session 0 to session 1, 2 and onward? When do you put the real long-haul campaign together?
44:00 Tip 10: “The protagonist is directly messing with you!” What to do when the party doesn’t know what it wants to do
47:00 Tip 11: Make sure the new players have good characters who want to be adventurers (ideally heroes)
52:00 Tip 12: Teaching the game mechanics: Should you start with combat?
57:00 Tip 13: Teaching new players their place in the world
60:00 Tip 14: How do you help new players learn their characters better?
66:00 Final thoughts
By The 3 Wise DMs4.9
4747 ratings
Of all the roles the DM takes on, none is more important than bringing new players into the hobby. DM a game, and your player has fun for a night. Teach someone to play, and they may have fun for the rest of their lives (or think you’re a gigantic weirdo — it’s a win either way).
DMing new players has its own rewards and challenges. On the one hand, they haven’t played anything before, so every goblin, dragon and rogue demigod is new and awesome! On the other hand, you have to help them learn the game mechanics, their character mechanics, and how to engage with a wide-open RPG world. It’s a lot of fun but requires some extra thought to onboard the new player and make sure they have as much fun as possible.
In this episode, on the eve of DM Dave launching a mostly rookie campaign, the 3 Wise DMs talk about how they handle new players, what they do to try to teach them the game, and how they make it fun without overwhelming the poor newbs.
1:00 Dave’s new game for Bonnie’s girlfriends, all newbs, running Rime of the Frost Maiden …
4:00 Remembering 0-level antics and Necros: The Dragon Magazine school of evil wizardry
8:00 Tip 1: Where do you start? Do you teach the rules first or let them build a character they’ll love?
14:00 Tip 2: Why we hate teaching the game with pre-gen characters (well … mostly)
19:00 Tip 3: The joy of DMing players who haven’t seen any RPG tropes before
21:00 Tip 4: Guiding new players into the right characters for them
23:00 Tip 5: Letting the player create characters together instead of a bunch of secret randos
26:00 Tip 6: How we try to get new players out of their shells and into the roleplaying
29:00 Tip 7: Should you start your new players in a big town to explore or lead them right into a dungeon?
34:00 Tip 8: How self-directed are your players? Getting a feel for how they’re going to react to the world
39:00 Tip 9: What do you do beyond session 0 to session 1, 2 and onward? When do you put the real long-haul campaign together?
44:00 Tip 10: “The protagonist is directly messing with you!” What to do when the party doesn’t know what it wants to do
47:00 Tip 11: Make sure the new players have good characters who want to be adventurers (ideally heroes)
52:00 Tip 12: Teaching the game mechanics: Should you start with combat?
57:00 Tip 13: Teaching new players their place in the world
60:00 Tip 14: How do you help new players learn their characters better?
66:00 Final thoughts

2,518 Listeners

590 Listeners

175 Listeners

10,244 Listeners

33 Listeners

40 Listeners

10,641 Listeners

183 Listeners

57,840 Listeners

19 Listeners

10,793 Listeners

54 Listeners

3,186 Listeners

215 Listeners

89 Listeners