Playthings of Mad Gods

So, you're new to the hobby.

(Dedicated to AAAAAAAAAAAAAAAAAAAAAA, a friend of mine who just got into D&D by buying a book from a bookstore.)

Introduction

This text is made for all of these who are starting their adventure with TTRPGs (TableTop RolePlaying Games). Many things may be pretty confusing, with various terms having different meanings in different contexts, and other confusing things, like the various systems one may use (and what systems are best for newbies). It may be a bit chaotic, which is just how I write, as I am a follower of Chaos, but read this and you'll understand enough to start playing and running!

What are Tabletop RPGs?

TTRPGs are games played using your imagination, often aided with sheets of paper, and sometimes maps and miniatures. The most well known game of this type is D&D (Dungeons & Dragons), the game that has created this hobby. This hobby has its roots in wargames, although it has long since grown out of them and into a thing of its own.

How to play Tabletop RPGs?

Tabletop RPGs are usually played in groups of 3-7 people, one of whom takes the role of a GM(Game Master), who is a facilitator of the whole experience - they are the person who describes the world in which the game takes place, as well as roleplays the various NPCs - Non-Player Characters. Other players take on the roles of various characters, created by them or randomized(oftentimes these two methods are combined). They then describe their actions to the GM, who in turn describes their outcomes. If the GM is uncertain of the action's result, or there's a possibility of failure, they may call a roll. In some systems and cultures dice rolls are mostly an afterthought, something that happens if you made a mistake and try to save yourself from consequences, in others they are common and dice are picked up every other second.

Why do people play TTRPGs in the times of Video Games?

Because TTRPGs allow for much more freedom than any other kind of games. In video games, you are limited by the rules programmed into the game - some games may allow modding, but even that makes any sort of change require technical skills. In TTRPGs, the only two things that are required to modify a game are consent of other players, and imagination.

Isn't playing TTRPGs kind of like playing pretend?

Yes, yes it is astute reader! What separates playing TTRPGs from children's games is only that they are structured - they have certain rules that dictate what is and isn't possible in the shared world created by the player's imaginations. These limitations are in turn what gives the events in the game meaning and purpose.

Who's a Dungeon Master? (Or a Storyteller or a Master of Ceremony, you get the idea)

It's another method to refer to your Game Master! Many games have these, in order to confuse readers (and to show what they expect from their GMs).

How do I become a TTRPG player?

You need to find a GM and a group of other players. Then, you will need to create a character - character creation should be described in the core rulebook of the system you are using. That's all!

Okay, but how do I become a good TTRPG player?

There are many ways, the most important one being practice. That being said, there are also some tips I may give you:

  1. Learn the system you are using - read the rulebook. And take notes. You should at the very least know all the rules your character is going to use.
  2. Create motivations for your character - the best characters aren't the ones with the longest backstory, nor those best optimised in their system. No, the best characters are those that have a thing they want to achieve, and who try to do that against the world.
  3. Ask questions about the world - your character has eyes in the world. You only have ears. When your GM describes something, and you aren't sure about anything, ask questions.
  4. Get into your character, try to think "what I would do when put in that situation?". Think "what would they do". And then show it. Try to capture the character's spirit, by behaving as they would do.

How do I become a Dungeon Master?

First, you need something to write, a ruleset, some imagination and a group of 2-6 people. Then, you need to convince them to listen to you. If they have already played TTRPGs in the past, it should be quite easy. If not, then show them this text. Afterwards, you'll need to start preparing, or, in short prepping. Prep is one of the most important things you may have as a GM. When met with something unexpected, most people don't rise to the occasion - they fall to the level of their preparation. You are a person.

Doesn't preparation sound like hard work?

It does. And it is work, if not as hard as it may sound. It is also an incredibly fulfilling thing to do - as all kinds of unbridled creative works are. Each GM has a style of prep that works for them, and as a GM you must find your own too! Because of that, the following tips are more suggestions than hard rules. That being said, it is best that you spend at least an hour preparing a situation to put your players into before the first session.

My List of preparation and game running tips for Game Masters:

  1. Prep situations, not plots - you may not, can not and will not predict all the insane things your players may decide to do. You shouldn't attempt to predict them - instead, just prepare a world for them to inhabit. That will allow them more freedom of choice, while also saving you a lot of time.
  2. Have a list of names (or a random generator) ready - coming up with names for random people your players may meet is quite hard on the fly.
  3. Read the whole rulebook - and make bookmarks. As the GM it is expected that you will know the system you are using - it doesn't mean that you have to memorize it, just know it well enough to know where to look if you need to check something.
  4. When in doubt, roll and shout - Sometimes you may not find a rule in the system you are using. Maybe it doesn't exist, or maybe the pages got glued together, or maybe you just lost your bookmark. In either case, then you shouldn't spend more than a minute searching for a rule during play. If that would be the case, you should make a ruling - it is a temporary rule, made following your judgement as a Game Master. After the session (a fancy word for a single meeting spent playing) you can search the rulebook or codify the ruling you made into a house rule - house rules should be written down and made available for the players.
  5. Make sure that everyone at the table is comfortable. There are many tools used for ensuring that goal, including stuff like The X-Card and the lines and veils. The most important rule though is communication - ask your players if they seem to feel off. It is better to ask three times too many than to ask one too few.
  6. You will make mistakes. It is okay. Through mistakes you learn to get better. As long as you face them head on, and take lessons from them, they are useful for you.
  7. Feedback from your players is important. After each session, ask them about what they liked and what they didn't. Ask them what you could do better. Then adjust. Rinse and repeat.

Additional advice on TTRPG logistics

Yes, you've heard me right, logistics. Organizing a group of people to meet up and regularly play games can be quite a daunting task. Scheduling conflicts, people cancelling at the last moment, and many more problems may trouble you. There is no one-size fits all sollution for that, but there are some things you may do that may help. These are:

Good systems for TTRPG beginners (in my opinion)

Beginner friendly systems are those that are simple to learn, without much "crunch". They usually have few rules, and are flexible to allow for much player and GM agency - this allows players and GMs to build their skills of playing the game. Some example systems I would recommend are:

#Essay