Introducing New Players to Roleplaying Games!

A month or so ago, there was a marvelous article on Amazing Tales about how to make your child’s first role-playing game amazing.

Although the article was geared toward introducing younger players to the world of roleplaying games, the advice can be easily adapted and expanded to include new players of all ages. So today, I thought I would take the five points introduced by Amazing Tales and do just that.

So if you’re a new or inexperienced game-runner / dungeon master, or if you’ve only run games for people with previous experience playing roleplaying games, this is the place for you.

(And this advice should fit no matter what sort of game you’re running. Is it classic Dungeons & Dragons? Supernatural? Zombie horror? Space adventure? Knights of the Round Table? Explorers? Pirates? Monster hunters? Modern spies? Thieves in the Victorian era? No matter what setting or characters, this advice is universal.)

#1 Keep cool

It’s easy for the person running a roleplaying game to have high expectations for themselves and the story they want to craft. You want your new players to have fun. You want them to immerse themselves in telling a story. You want them to be excited and come back for more.

But that’s a lot of pressure to put on yourself, and a stressed or nervous game master can lead to stressed or nervous players. So don’t set the bar so high. Sit back and let the players interact; sometimes, you can engineer a scenario that allows for this, like a tavern scene. Or you can create an instant threat and let them jump into the action and work together to solve a problem as a bonding experience.

Don’t be afraid to take opportunities to ask if anyone’s confused. A first game is introductory by nature, and if someone feels left behind early on, it can be hard to catch them up later, or to make them feel included if they’re not gelling with the other players.

Sometimes when I’m starting a new game with new players, I’ll hold what I call a “session zero,” a safe game before the game kicks off, where the characters can play in the environment, interact, and test out the actual mechanics of playing (particularly if there’s a magic system or some other aspect of the game that might not be intuitive).

#2 Keep it small

You want your players to feel immersed but not overwhelmed, so party size (the number of players) is an important consideration. I try to keep my number of new players to three or fewer, because it can be hard to give meaningful attention to a larger number of players. It’s like a classroom; you want the ratio of experienced voices to students to be as small as possible, so you can get that one-on-one time to answer questions and help them find their footing.

For me, the ideal group for a newcomer-heavy game is two (or three) new players, one (or two) experienced players, and myself running the game. That way, each new player is balanced by someone with greater experience. You can even have a buddy system to get them acclimated.

A smaller group also means less time for players to sit out while other players get the spotlight. Never let the new players feel shortchanged or like their voices aren’t as important as those of the more experienced players. After all, if you’re an experienced player, you’re going to feel more comfortable speaking up and venturing forward than a new player might.

[Image courtesy of Lewis Brown.]

#3 Say yes to their ideas

Now, obviously, you can’t say yes to every idea a player has or the story could descend into nonsense. But trust your players’ instincts.

Let them wander down the paths they find most interesting. It might not be the path you intended, and it might take them longer to get to the desired end point, but it’s always better for players to reach a story point organically, rather than railroading them to the place and time you want. Even new players can sense when they’re being strong-armed in a certain direction, and that can leave a bad taste in players’ mouths.

Be flexible. I’ve always found that, no matter how thoroughly I think I’ve mapped out an adventure, my players (both new and experienced) excel at finding paths I hadn’t considered. That requires me to be quick on my feet, and I enjoy the challenge of pitting my wits, improvisational skills, and imagination against those of my players.

A roleplaying game is like a Choose-Your-Own-Adventure novel writ large… whenever possible, let them feel in control of their players, their story, and their destiny.

[Image from Stranger Things courtesy of The Verge.]

#4 Take them where they want to go

This might feel like a repeat of the previous note, but it’s not. This point is a reminder to always consider the characters your players are playing. What are their strengths? What goals do they have? What are they hoping to experience and accomplish?

Plenty of game runners, myself included, can get so wrapped up in the story WE want to tell that we forget that it might not mesh with the story our players want to participate in.

Give them moments to shine. Give the fighters a chance to fight, give the magicians opportunity to ply their craft, and give the puzzlers puzzles to solve. If characters have wings, let ’em fly.

[Image courtesy of Digital Trends.]

#5 Make the ending awesome

No matter how simple the adventure starts — a theft, a murder, the discovery of a treasure map, the descent into a trap-laden dungeon — make sure the ending is memorable. You want the quest, however short or long, to feel worthwhile.

You can try the old cliffhanger trick in the hopes of leaving them wanting more, but that can come back to bite you if the players are dissatisfied that their first adventure doesn’t feel complete. Instead, give them a sense of accomplishment.

Martin at Amazing Tales said it well:

Make sure your child’s first ever role-playing game features an epic ending. Face to face with the villain on a cliff edge as the counter ticks toward zero; returning the stolen jewels to the temple moments before sunset while pursued by ghosts; wrestling the controls of the star-ship from the pirate moments before it crashes into the sun. That kind of epic.

You don’t necessarily need to go epic, but certainly make it memorable. Nothing sells a big win like giving the bad guy a funny line before he turns to ash.


Here’s hoping this advice encourages aspiring dungeon masters and storytellers to get out there, find some players, and spin some marvelous adventure yarns. (Or maybe it’s inspired some new players to try roleplaying themselves!)

What’s your favorite memory from your early roleplay sessions, fellow puzzlers? (Either as a game runner or player.) Let us know in the comments section below!


Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!

PuzzleNation Product Review: Nanofictionary

[Note: I received a free copy of this product in exchange for a fair, unbiased review. Due diligence, full disclosure, and all that.]

We’re used to puzzles where you have to combine pieces to reveal a picture, or you use clues to complete a grid, or you employ deduction to unravel a series of events. It’s far less common for puzzlers to put those skills to use telling a story.

The latest offering from the crafty crew at Looney Labs challenges players to do precisely that: tell a story. More specifically, Nanofictionary tasks you with telling the best story possible from the ingredients available.

And you better do it quickly. Imagine you’re pitching a movie and you’ve only got the length of an elevator ride to sell it to a producer.

Nanofictionary offers up to six players a selection of four decks of cards: characters, settings, problems, and resolutions. Each player draws a starting hand, consisting of two characters, one setting, one problem, and one resolution. Players then try to build an entertaining narrative from the options at hand, by drawing and discarding cards, before declaring themselves ready to pitch.

Here is the first element of strategy in the game: deciding when you’re ready to present your story. If you do so quickly, you secure an earlier slot than the other players. Although this means other players can add additional cards to their hands (and thereby enhance their stories), it also means that ties are settled in favor of players who readied their stories faster. It’s a tradeoff, more cards in the short term vs. a tactical advantage in the long term.

After everyone has assembled their stories, each player has a turn performing their elevator pitch, doing so in the order in which they declared themselves ready. After all the stories are shared, the players then vote for their favorite story. (Naturally, to prevent every player from doing so, you cannot vote for yourself.)

Nanofictionary is an intriguing mix of strategy, luck, and ingenuity. The strategy involves not only when to declare your story ready, but what choices you make to get there. Do you choose the unexpected new card on your turn, or rifle through the cards discarded by the other players? Do you wait for a few other players to declare their stories ready, allowing yourself access to more cards in your hand, or do you go for the tie-breaking advantage you might need?

Luck, of course, comes into play with the cards you randomly draw. Perhaps you’ll end up with elements that quickly form an entertaining tale in your mind. Or perhaps you’ll struggle to ditch the pieces that don’t inspire you, hoping to trade them for a more exciting setting or a problem that makes the most of the characters in your hand.

But, as you might expect, the ingenuity side is where the game comes alive. Just sitting back and watching these delightfully brief (and yet hilariously detailed) stories come to life is a real treat, and quite honestly, it makes the voting aspect so hard. Because with the right group of players, virtually any combination of cards can turn into gold with the right storyteller.

The designers fit a surprising amount of variety and reusability into these four small decks of cards, allowing storytellers to run wild with tales as fantastic as they are ridiculous. It’s not your usual puzzle game, but that’s part of the charm.

Nanofictionary is available now from Looney Labs and select participating retailers for $16.


Thanks for visiting PuzzleNation Blog today! Be sure to sign up for our newsletter to stay up-to-date on everything PuzzleNation!

You can also share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and explore the always-expanding library of PuzzleNation apps and games on our website!