(light music) - Hey, Ginny?
I was wondering if I could talk to you about something.
- Sure. What's up?
- There's something that a lot of my friends do,
and people say it's pretty fun, but I've never done it.
I think I'm ready for my first time, but I'm kind of scared.
I'm afraid I'll do it wrong, or embarrass myself...
- Whoa, whoa! There's nothing embarrassing about that.
Virginity is a social construct, anyway, and-
- What? No, I'm not talking about that.
I'm talking about Dungeons & Dragons.
- You've never played D&D?!
Oh my god. Sit down, we have a lot to go over.
Dungeons & Dragons is cool now,
and by that I mean, more people than ever are playing D&D,
and it's more socially acceptable to admit it
now than ever before.
Mainstream media like "Stranger Things"
and liveplay shows like "Critical Role" and "Dimension 20"
have a lot of people curious about whether or not
they want to try rolling some dice with friends.
Of course, deciding to play D&D
and actually starting to play D&D are two different animals.
You have to find a group, which can be a massive hurdle
depending on your area and your social circle,
plus it's a complicated game!
I mean, it literally has textbooks.
If you're interested in trying D&D,
but are nervous about jumping in,
or if you yourself are a seasoned player
but you find yourself introducing others to the game,
then this video is for you.
Seven tips for giving newbies
advantage on their game play checks.
That's a, it's a D&D...
Never mind, you'll get it later.
(bright music)
I want to start by touching briefly
on the issue of finding a game.
This is the question I get asked the most,
and unfortunately, I am just not the person to answer it.
All my home games have been with friends
who either already play
or were already interested in starting.
I just have no experience here.
But from what I can tell,
there are three main ways to find a group.
One, you can play with friends.
Put the word out to your pals
that you're interested in playing,
and you might find that some others
have been considering the same thing.
You can even start a group
with all new players and learn together!
Two, you can visit your local gaming store
and see if they have tabletop game nights,
can connect you with anyone putting together a group,
or host Adventurer's League games.
Or three, you can use the internet to either find
local games looking for players, or pick up an online game.
You can use Facebook groups, subreddits like r/lfg,
or just post on your social media
that you're looking to join a game.
Honestly, finding a D&D group is a little like dating.
Sometimes you get lucky and you meet the right one
really early on, but other times,
you really gotta do some trial and error
to find the right fit.
If there's a cheat code, I'm afraid I don't know it.
But once you do find or create a group,
there are seven things you can do
to make sure you have the best possible experience.
(light music)
First things first, try not to panic over the rules.
I know they can be overwhelming.
Even experienced players and DMs
have to look things up sometimes.
No one is expecting you to memorize
all the rules for your first session.
Or if they are, they're an asshole and you can ignore them.
Your first session will be easier, though,
if you have a basic understanding
of how the game works going into it.
I would encourage you to pay attention
to your own learning style here.
Some people will get a lot out of
reading the Player's Handbook,
but others might not really grasp anything
until they see it in play at the table.
You may want to look up some YouTube videos
that explain the basic rules of play,
or that guide you through how your specific class works.
Personally, I learned most of the rules
from watching D&D actual play shows
where I got to see them in use.
Whatever works for you is the right choice.
It's important to understand that the rules are there
to facilitate the gameplay, not to define it.
You don't have to know, say, how much damage you take
if you fall a great distance, or what to roll
in order to look for animal tracks.
All you have to do is say "I jump out the window"
or "I want to look for animal tracks,"
and your DM will tell you what to roll.
Your DM is the ultimate arbiter of the rules.
Don't be afraid to ask them clarification questions,
both outside and inside of the game.
In fact, there will be times when your DM
will override whatever's in the rulebook
and make their own call.
The rules of D&D can be, and often are broken,
so seriously, don't stress about learning them all.
It'll come with time.
(light music)
Whatever character you end up creating,
you will spend hours and hours
at session after session inhabiting them,
so you'd better pick one that you like.
This can vary from table to table,
but from what I've seen online and in person,
the average D&D session is something like
three to five hours, and unless something gets in the way
of the game, it's not unusual to play a single character
every week or every other week for years.
So ask yourself, what makes you feel excited to play?
Magic? Big swords?
Being a rich noble? Having a tiny pet dragon?
This can be difficult to pin down
if you aren't familiar with D&D in general,
so I think this is another big argument
for flipping through the rulebooks
or watching some videos online
before you nail down these choices.
It's very important that you work with your DM
to make sure that your character is a good fit
for the game and for you.
Be forewarned, many DMs will suggest that new players
stay away from spellcasting classes,
because if you're already learning the rules of the game,
stacking the rules of spellcasting on top
can make it much harder.
Every DM is going to be different
with how they want to handle stuff like this,
but a good DM will listen if you tell them
what kinds of themes and concepts excite you,
and help you figure out how to work those into a character
that still suits the campaign and your experience level.
(light music)
If you've never roleplayed before,
this part of the game can be really intimidating.
Many of us haven't "played pretend" in many, many years,
and it can feel very vulnerable
to do it in front of other people.
On top of that, representations of D&D in media can give us
unrealistic expectations for what roleplay looks like.
If you're comparing yourself to a bunch
of professional actors, of course you're gonna be nervous.
But on a basic level, roleplay is just asking yourself,
"what would my character do in this circumstance?"
and then doing that.
D&D is not like a video game.
It's not like there are pre-set options to choose between.
You can truly do pretty much anything,
or at least you can try.
If a door is locked, you don't have to find a key.
You can pick the lock, you can break it down,
you can light it on fire!
Combat is a little more structured,
and you should pay attention to the details
in, say, a spell description.
But don't be afraid to ask your DM
if you can use your abilities in a creative way.
Most DMs will respect the "rule of cool"
and let you try unconventional things.
You're gonna have the most fun if you make big moves.
The best characters to play and to play with
are the ones who take action instead of just sitting back
and waiting for things to happen to them.
This isn't real life, you don't have to be cautious!
Take some risks, and I promise
you'll have a more exciting game.
Of course, taking risks means sometimes you fail,
and that's a key part of the game, too.
Some of the most fun and memorable D&D moments
come from times when things go horribly wrong,
or completely off the rails.
Try to remember that failure and chaos are opportunities,
and they don't have to make the game less fun.
Go with the flow, and stay open
to whatever direction things take.
- You said you wanted to know how your favorite Game Masters
create expansive worlds with in-depth history?
- Yes! How do they keep track of everything?
And how do they organize it
so they can find what they need during games?
Are they just geniuses?
- No, they just have a secret.
- They're aliens wearing people suits? I knew it.
- They use World Anvil's new Chronicles.
- Oh, sorry. Jumped the gun there.
I know World Anvil is a worldbuilding platform,
but what's Chronicles?
- It's a feature that allows users to connect
timelines and maps, creating a visual representation`
of events in your world's history.
But what's this about aliens in people suits?
- Oh, just a dumb theory I had. Forget it.
Anyway, can I still use Chronicles
if my world doesn't have a long history?
- Absolutely.
You define the scale of your timeline,
so you can log events over the course of centuries or hours.
Like if you want to keep track of what your big bad
has been doing in the background
while your party adventures.
- And my players can't see it?
- Not if you don't want them to.
World Anvil's privacy tools let you decide who sees what.
- Wow, I can't wait to try it out.
- Oh, you won't be trying it out.
- You mean because it's only
for Master tier subscribers and above?
That's okay, I can use the code GINNY
to get 40% off my annual subscription.
- No, it's because you know too much.
(laser firing) (dramatic music)
How did she guess that? We were so clever.
(light music)
- Listen, I have ADHD, so I get it.
Sitting still for five hours and keeping focus
is hard on some days and impossible on others,
even when you're passionate about the game.
But you've got to do your best to stay engaged,
because I guarantee you, you will hate D&D
if you're not really paying attention.
It's absolutely not the kind of game
that you can play halfway.
Plus, being checked out during the game
is rude to your DM and your fellow players,
and it will impact their enjoyment of the game.
So put your phone away,
or put it on the aptly named DND mode.
If having something to fidget with helps you focus,
communicate with your DM over that
so that they know you're not being distracted or rude
if you're knitting or doodling.
And if you need a break to pee or stretch
or step outside, ask for one!
I find it easiest to stay engaged by actively participating.
Plus, D&D isn't very fun if you stay silent
for everything but your turn in combat.
Get involved, voice your ideas, and take action!
And when you're not actively involved,
you can stay plugged in by taking notes or planning ahead.
By the time it comes to your turn in combat,
you should have a good idea of what you're doing.
If you're casting a spell, read the whole thing first.
Not only is this stuff basic courtesy
to the rest of the people at your table,
it'll also make the game more enjoyable for you.
(light music)
The more you can communicate with your DM
and the rest of your party
before the game starts, the better.
First of all, they should know that you're a beginner.
Not every game is right for a first-time D&D player.
Plus, if they know you're new to the game,
they can support you throughout the process
of creating your character
and playing your first few sessions.
It's important to know
what kind of game you're getting into,
particularly when building your character.
If this is a group that really demands a smart build,
your DM can help you pick a race, class, and stats
that will allow you to be effective.
If not, you can make choices based more on story
and what sounds fun.
But whatever the style of the group is,
you'll want to match your build to that.
Also, the other player characters
are going to be your character's companions
throughout their adventures, so it's a good idea
to get to know them and think about how your character
will connect with the others.
Remember, you're not the main character of D&D.
This is a collaborative storytelling game,
and you're part of a team.
Less Iron Man, more Avengers.
Communication out-of-character can help facilitate
better in-character interactions.
Ninety five percent of problems that come up at D&D tables
can be solved by talking with each other.
That's real science!
It's not, I just made it up. But it's an informed guess!
(light music)
People often ask what they should get
or buy before playing D&D.
Which books, how many dice, what sort of accessories?
And I know it's tempting to buy every single D&D item.
My first six months playing D&D, I hauled this massive
overstuffed tote bag to every session.
Books, character journal, spell cards, rolling tray, minis
and condition rings and trackers and inspiration coins,
and of course, a big ol' bag o' dice.
You know what I bring to D&D now? This.
Honestly, you don't need much.
All you really need is a set of dice,
and even that can be replaced with a digital dice roller
on your phone or computer, or provided by your DM
or a fellow player if you're not ready
to commit to collecting items for a game
that you don't know if you love yet.
You don't even need the Player's Handbook, really.
It can be a great reference, once you learn to navigate it,
but someone else in your group probably has a copy
you can borrow, and you can also google nearly anything,
like "what is a short rest"
or "can I cast a spell with a bonus action" or whatever.
Just don't forget to tack that 5e onto the end
so you don't end up on government watch lists
for googling something like,
"can you instantly kill a person who is asleep?"
Oops.
(light music)
If your first session is amazing, that is great
and I am so happy for you!
But if it isn't, that doesn't mean D&D isn't for you.
Maybe you need a little more practice
to feel comfortable in character.
Maybe the rules are overwhelming and you need
a few more sessions to really get the hang of 'em.
Maybe you're playing with the wrong group.
There are more than 50 million D&D players worldwide,
and the more time I spend in this community,
the more I understand that every single one
of those millions of tables plays D&D differently.
Sometimes I hear things that make me question
if we can even truly say we're playing the same game.
It's very, very important
to find a group that you vibe with.
The wrong group can turn a person off of D&D for life.
Everyone prefers different stuff,
so a group doesn't even have to be a "bad" group
for it to be the wrong group for you.
Even if your first session isn't exactly what you want,
if the idea of playing tabletop games is exciting to you,
be patient and try it a few times in a few ways,
or try a few different games before you give up.
There might be a group out there that wants
the exact same kind of game that you want,
and if not, maybe you can create one.
Now, mine is not the kind of channel where you're gonna get
deep dives into class mechanics or anything,
but if you want to learn more about roleplay
and character creation, check out this playlist
of advice for players.
It covers everything from how to give your character
a personality, to how to speak up more if you're shy.
Someone asked me to leave a few seconds of silence
at the end of the video so they have time
to click on the thing that I linked.
♪ But that's bad for retention ♪
♪ Sorry ♪