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Primer helps libraries, clubs, and DMs onboard new players

A practical primer distills methods for introducing new players to D&D, focusing on pregens, short sessions, teach-by-play, and simple objectives.

Jamie Taylor2 min read
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Primer helps libraries, clubs, and DMs onboard new players
Source: gnomestew.com

A concise, practice-forward guide lays out steps DMs and organizers can use to welcome people to Dungeons & Dragons and other tabletop roleplaying games. Its core message: reduce complexity, show mechanics in action, and give newcomers meaningful choices that lead to early success.

Top priorities are simple and concrete. Bring pre-made characters or very streamlined pregens so the first session starts with play instead of character creation. Plan a straightforward adventure with a single clear objective that players can understand in minutes. Keep sessions short and focused so players learn pacing and expectations without fatigue.

Teaching by play is the central technique. Rather than explaining every rule up front, demonstrate mechanics at the moment they matter: make an ability check when a player tries something interesting, run a brief combat encounter to show turn structure, and use outcomes to teach modifiers and roll consequences. Minimize jargon; drop cryptic acronyms and explain terms in context so "AC" and "HP" make sense through action rather than lecture.

Scaffold player choices to prevent decision paralysis. Offer two solid options when players hesitate, or present a clear lead like a rescued NPC, a locked door, or a visible treasure. Gentle prompts encourage roleplay without forcing it: ask what a character does, suggest a simple line to speak, or give a consequence tied to a choice. Keep complexity small at the start so each decision feels meaningful and players experience success quickly.

AI-generated illustration
AI-generated illustration

Practical logistics matter to libraries, clubs, and volunteer GMs. Print one-page character sheets, assemble a short list of useful spells and weapons, and prepare three scenes that move the plot from setup to conflict to resolution. Aim for a 60- to 90-minute first session or a pair of short sessions rather than a marathon. Use clear goals each scene—rescue the baker, retrieve a map, escape the cellar—so newcomers can feel progress.

This approach reduces friction and increases retention. New players who roll, react, and win a small victory are more likely to come back. For DMs, the payoff is simple: less rules stress, more shared storytelling, and smoother pick-up sessions at meetups or library programs.

What this means for you: try a one-shot built around three scenes, a handful of pregens, and teach-by-play choices that reward creativity. If you run it as a club event, collect quick feedback and iterate; small adjustments will level up your onboarding and turn first-timers into regulars.

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