How to Introduce a New Player to D&D

How to Introduce a New Player to D&D

Bringing a brand new player into D&D is one of the most rewarding—and sometimes challenging—things you can do as a Dungeon Master. Watching someone discover the magic of the game for the first time is always exciting, but it can also feel a little overwhelming if they’re not sure where to start.

One of the biggest things I’ve learned is to avoid overloading them with too much at once. It’s easy to get excited and start talking about all the rules, the lore, and the endless possibilities. But for someone brand new, simpler is often better.

I usually begin by explaining what tabletop roleplaying games are all about. Unlike LARP or online games, D&D is a collaborative storytelling game played around a table (or online) with dice, paper, and a shared imagination. The Dungeon Master is the narrator and referee, and the players decide what their characters say and do.

Then I like to break it down into the three core pillars of D&D:

Exploration: Traveling, investigating, and discovering new things in the world.
Social Interaction: Everything from chatting with NPCs to tense negotiations.
Combat: The exciting dice-rolling battles that most new players picture when they think of D&D.

For new players, my approach is to keep it simple. I tell them:

– Have fun and be respectful of everyone at the table.
– Stay engaged, even if you’re shy—it’s okay to listen at first!
– Learn the one basic mechanic: listen, say what you want to do, and roll dice when asked.

      They don’t need to know every single rule. I’ll walk them through it as we play, and they’ll naturally pick things up along the way.

      When it comes to character creation, I like to start with a pre-generated character for one-shots or that very first session. It takes the pressure off and lets them focus on playing. Later, if they want to create their own character, that’s great. For campaigns, I find a hybrid approach works best: start with a pre-gen, test it out, and then customize or build a new one based on what they like.

      I also encourage more experienced players to act as mentors. They don’t need to take over, but gentle guidance can help new players feel more comfortable and supported at the table.

      If you’re curious about how I bring new players in and adapt my style to their needs, check out the full video above. I walk through the process step by step and share some extra tips to make sure everyone at the table is having a great time.

      Running a D&D game can feel a bit like leading a meeting—except a lot more fun (and with better snacks). One of the best ways to keep your sessions engaging and memorable is to have a clear structure in mind. Here’s how I like to think about structuring my D&D sessions to keep the flow smooth and the fun rolling.

      At the core of my approach is treating each session as a series of segments, each with its own purpose and natural rhythm. I always start with a Session Introduction—setting the scene by laying out who’s present, what’s happening, where we are, and why it all matters. It usually only takes a few minutes, but it sets the tone for everything that follows.

      Next, I build in a Player Debrief and Planning segment. This is where the players talk through their ideas and make a plan for the session. Whether it’s in character or out of character, the goal is always the same: everyone knows what they’re about to do, and I know how to support that as the DM.

      Encounters are the backbone of any session—whether it’s a combat, a social scene, or an exploration challenge. After each encounter, I like to have a brief Encounter Response moment. Here, I’ll ask players how their characters feel, what they learned, and what they’re planning next. These moments keep the game feeling dynamic and help transition smoothly into whatever comes next.

      Of course, no session is complete without a break. I usually aim for 10–15 minutes, giving everyone a chance to recharge and come back fresh for the second half of the game.

      Finally, I always end with a Conclusion. Sometimes it’s a cliffhanger—like a combat that’s about to start or a big reveal. Other times, it’s a final reflection on the night’s events. These endings keep players excited and looking forward to the next session.

      For me, this structure isn’t a rigid script—it’s more of a guide. Sometimes I’ll start right in the middle of the action if the last session ended on a tense moment. Other times, the player debrief might take center stage. The key is to let the structure support the story you’re all telling together.

      If you’re curious about how I use this approach at my own table, check out the full video above. I walk through the session structure step by step and share some examples of how it plays out in real games.

      Cheers,
      Brian