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- Learn to Play D&D: Beginners TasterTickets: $26.0011 July 2026 | 7:00 am10 Arumugam Rd, #08-02, Singapore 409957
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Blog Posts (33)
- Tips and Tricks for the New GM (Part 2): After Your First Session
You’ve done it! You had Session 0 or you’ve run your first game! If you haven’t yet, or are just looking for advice before diving into Game Mastering (GMing), consider reading Part 1 of Tips and Tricks for the New GM. For the rest of you, congratulations on becoming a Game Master! We hope you are having fun so far. However, the responsibility of a GM doesn’t end with a single session (unless you’re playing a one-shot!). You might be excitedly planning for your next session already! Or you may have some lingering doubts or worries. Especially if a session didn’t go as planned - this is completely normal. We’ve all been there! Take a breath and keep moving forward. A good campaign isn’t built on a single session. It’s normal for new GMs to need time finding their footing. Dungeons and Dragons (D&D) is a game that rewards the time you put into it, and luckily, many people have put in plenty of time before you, leaving behind a wealth of advice and tips. So read on and let us help you move forward! Common Worries Here are some common issues that both new and experienced GMs face, along with some advice to help you through them. My Table is Too Quiet! A lot of GMs are prepared for the chaos and noise of D&D. But many aren’t ready for how intimidating silence can be. This is common with newer players who aren’t sure how to roleplay yet!. Silence isn’t always a bad thing. Players could be deep in thought or listening actively. But if it’s happening too often or going on for too long, here’s some advice. Always keep the energy levels up! GMs set the tone and atmosphere of a game. Even when the energy levels dip, you need to hold them up yourself. This doesn’t mean bouncing off the walls! Instead, continue to treat the game seriously. When your players see how invested you are, they’re more likely to follow your lead. Spotlight quiet players, but don’t push them to speak! Sometimes quiet players just don’t know where or how to jump into a story. Make sure that everyone is getting enough attention, and don’t be afraid to cut in and ask a quiet player about their character. Use more focused questions: “How does your character open the door?” or “How would your character comfort this person?” works better than a general “What would your character do?”. Don’t force them to talk more than they’re comfortable with. Praise their ideas, be patient, and if you’re still worried, check in outside of the game. Ask if they are enjoying themselves,if they are, trust them. Some people enjoy things quietly. Take a break! And if all else fails, take a break. Sometimes the session is early in the morning. Sometimes people had a long day. If the energy feels tired,call a break. Encourage your players to grab snacks or water and remind them that breaks are always okay to ask for. We Don’t Have a Schedule! Ah! The dreaded scheduling problem. It hits almost every casual table eventually. Everyone seems too busy to sit down and play. The simplest fix: nail down a recurring date during Session 0, weekly, fortnightly, monthly, whatever works and stick to it! If you missed that window, start setting the next date at the end of every session. Before everyone packs up, lock in the next available slot and make sure people note it down. If scheduling issues persist, have an honest conversation - with the tale or with the individual. Extra tip: A great way to get people invested in showing up, is to have dinner or lunch plans with your players on the same day! This only works with casual friend groups! Don’t invite strangers to dinner! They’re Not Following the Story! A lot of newer GMs panic when players go off script. Not only is this normal, it should be expected. Your players have agency. They’re going to create their own story as they go. As a GM, your job is to guide the world around them, and reshape parts of the story to fit where they’re headed. Don’t punish them for their choices, but show them the consequences. Avoid railroading, instead, use plot hooks or the passage of time to give urgency to the main story. And remember, the players don’t always have to beat the bad guy. The world will always react to player action. Follow where your players are having the most fun! If they’re having a blast investigating a petty crime, lean into it, tie it to the main arc! Give it weight by having a character’s backstory intersect with it, and have those NPCs show up later! There are countless ways to weave a detour back into the story. Other GMs have done it before, don’t be afraid to look at what they’ve tried. If the derailing is becoming too much, take it out of the game. Talk to your players openly, find out why the main story isn’t landing, explain why it matters and work out a solution together. D&D is written by both the players and the GM. It only works when you’re building it together. I’m Not Comfortable With Some Player Actions! The best time to set boundaries is Session 0. Refer back to Part 1 for guidance on that. But not everything can be anticipated upfront,so make sure your players know that they can always raise new limits as the campaign goes on. The same goes for you Your safety and comfort matters just as much as theirs. If a player's action crosses a line, speak up! Let them know you’re not comfortable roleplaying that scenario and move forward with something different. Everyone at the table, including the GM, deserves to have their limits respected. I Didn’t Know the Rules! Here’s an open secret: almost no GM memorises every single rule in D&D, or any other Tabletop Roleplaying Game (TTRPG)! The books exist for a reason, and the internet has made it even easier to look things up on the fly. Don’t be afraid to pause and look something up mid-game. If you don’t have time, make your own ruling and move on. If a player flags a rule to you, be open, discuss if needed, but make it clear your ruling stands for now. If you later realise you got something wrong, own it. Decide if you want to continue ruling it your way, or retcon it going forward. . You’re human, mistakes happen and players respect GMs who learn from them. I Don’t Have Any Cool Map Pieces! Good news: you don’t need any! Your imagination is the coolest map piece at the table! That said, here are a few options if you want to build on it: Consider drawing your map pieces. This can be done on paper or on a dry erase board for reusability. It is a great way to change the environment on the fly. Those with a bit more creativity can start designing their own terrains as well. Throw in some color pencils or markets to add a bit more life to your maps! Feeling more hands-on? You can also build your own terrain pieces. It is not as hard as you think! Consider joining TableMinis’ terrain workshop to bring home some custom landscapes. For the more tech-savvy,, using a tablet or simple projector to create your maps works well! All you need is a smooth surface and decent lighting. Getting More Help! You may be looking for more specific help for certain campaigns or story moments. In these cases, you can ask your local GMs or turn to help online. Most official modules have been through rigorous playtesting by GMs that came before you. And those GMs have, helpfully, talked about their experience online! Here are some useful sites or videos that you might want to check out. DNDBeyond The official site for D&D boasts its own set of forums. Both players and GMs can talk about their experience or ask for help from the wider community. Experienced GMs have also posted their own sets of tips and tricks for new GMs!It is a good place to read up on the reviews of common game modules. You can also take inspiration from how people have tweaked the stories to suit their players. Youtube Beginner GMs, you are in luck! If you’re starting off with a beginner module, there are whole playlists of videos dedicated solely to dissecting and explaining each part of that module. Might we recommend Matthew Perkins for his series about ‘Dragons of Stormwreck Isle’? Videos aren’t the only source of knowledge though! Simply scroll down and you’ll find a wealth of comments talking about their own experiences and advice! 5e Tools We’ve mentioned 5etools before, but did you know you can find beginner modulus here? Official beginner modules can be found here, complete with handy stat tables! Don’t just use it as a study tool. Keep a tab open so you can guide yourself while GMing a game.Each stat block also contains a handy breakdown and more links to its individual components. Finally, it has an ‘encounter builder’, allowing you to calculate the right amount of creatures for your party to face off against! Setting Up Tips Knowledge, imagination and dice are all you really need for a D&D session. However, if you want to spice things up, here are some extra set up tips for your table! These can be great tools for immersing your players! Maps Prepare, draw or print your maps in advance. While most beginner modules come with handy maps, you might want to alter them beforehand. Some GMs might want to add in extra encounters in different environments. Make sure you have all of these planned out in advance. Avoid having to think about how to create an encounter in the moment. It will save you time and energy. Playtesting encounters with your custom maps is useful, but not necessary. Your players will find a way to make the most of their environment themselves! Always keep a blank grid map spare. Your players will inevitably start combat in unexpected places. So it is good to have a blanket grid to use at any moment Extra tip: When you set up your maps, make sure to sit where your players will be seated It will give you an idea of their point of view. Music Music is one of the reasons why people get so invested in films or television shows. The same can be said for D&D games! You don’t need to constantly blare a sound track, but having background music or ambience can go a long way towards immersion. Prepare a playlist in advance. Figure out what music matches an encounter or scenario. We promise you, your players will be pumped up the moment you start the battle music! Or teary eyed when you play a lullaby to honor their fallen character. Remember that silence can be just as powerful! Cutting the music during a suspenseful moment or a horror scene can send a real chill through the table. Those who are very daring can consider using sound effects, however, we encourage you to get used to setting the scene with simple music first. Music is sure to make any table more exciting! Lighting Like music, good lighting can create more immersion for your group. An icy blue light can evoke the cold of winter's day, while red light could signal the start of a battle. Have a selection of colors preplanned for certain scenes. If you don’t have access to colored lights, keep it simple!Many a D&D game has been played in dimly lit spaces by the glow of a single lantern or torch. Oftentimes, this was out of necessity in the old days. You can’t deny it was accidentally atmospheric though! So keep the lights low, turn on a lamp and set a scene! Snacks You might be wondering how snacks contribute to immersion. A well fed player is a player that won’t be distracted by hunger pangs! The same can be said for hungry GMs. Consider asking your players to contribute their favorite snack foods. A happy, fed table is a table that stays focused on the story! Advice from Experienced GMs at TableMinis Here is some advice from the professional GMs at TableMinis! We hope their words give you some encouragement! Some of our cool GMs posing for camera “Don’t worry too much about ‘making cool voices yet’. Focus on the fundamentals which are narration, the storytelling and making a story that your players want to interact with. And have fun! Because if you’re not having fun, then your players aren’t!” - Zach, TM GM “Do not stress out about having every single detail planned. But also knowing when do you plan something and when do you settle on improv. Improv the right things and plan the rest. And have fun, make mistakes and learn from these mistakes!” - Rui, TM GM “Start with a module, follow the module, plan for stuff that players will throw at you outside the module. Treat (D&D) as an art and keep learning! - Jelly, TM GM “Embrace the chaos! Do not be afraid to pull your punches and whatever HP you think you need? Double it! And just have fun!” - Jojo, TM GM “When you’re starting out, just have fun with the game. Don’t stress about the ‘what-ifs’. Your players are looking towards you to have fun with them. You are also part of the ship. If anything, you are the ship! And if the ship is sinking, they don’t want to be part of the ship! So have fun! Run something you would enjoy! Of course you need to know the nuances of things, but that will come later. If you’re having fun, nobody really cares (about the nuances)! - Anon, TM GM “Never solve above-table problems in-game. Don’t try to be the villain and tell them “You have failed because you didn’t support your friends!” No. Just go up above-table (out of the game) and tell them “Hey man, this game is about teamwork and we need to support each other for that. Let’s try to do that with our characters.” And play through that. Always remember, you have a magical power. And it's not to create worlds or narrate the most tearjerking scene. But it is to be in the focal point of connection. You are trying to connect people together and you are trying to connect with that person. Into that connection, you collaborate and you create interesting scenes, fun worlds and that’s just a good time for that table - Mellow, Principal GM and GM Manager We hope that this has helped you on your Game Master journey! It’s not always easy, but we encourage you to keep pushing forward! There’s no doubt you’ll hit more obstacles as you grow and learn. This is all part of being a GM. But there will be just as many rewarding moments for you to experience with your players, and you’re not facing any of it alone! The community is always around to help and support. Don’t be afraid to turn to your local GMs, and when the time comes, don’t be afraid to be that helpful GM for someone else. Good luck! Keep gaming! And may the dice roll in your favor!
- Tips and Tricks for the New Game Master (Part 1) - Getting Started
Perhaps you’ve played a few games yourself and were awed by your Game Master (GM). Maybe, it's been hard finding a GM and you decided to take on the role yourself. Or you might just love creating stories and want to give Game Mastering a shot! Either way, you’ve stepped up to the plate and undertaken the great task of becoming a Game Master. We congratulate you on your decision! It's no easy feat! GMs are usually the central pillar of most table-top roleplaying games (TTRPGs). They act as an arbitrator of rules, a facilitator and a storyteller all in one! They are literally the world around the players and all the non-playable characters (NPCs) in it. GMs both create and shape the story around their players. So let’s not kid ourselves. Becoming a GM can be overwhelming. It's a lot of responsibility. It's natural to feel a little bit worried. Even experienced GMs still get butterflies before hosting a game! You’re far from alone in the feeling. But, a good trait of any GM is to constantly improve on their skills and knowledge! Just by reading this article, you’re already on the path to be a great GM! Let us help you on this journey with some quick tips and tricks for your next (or very first) game! The Rise of GM Communities The landscape for GMs has changed significantly from when the first D&D guidebooks were published in 1979. Back when Dungeons and Dragons (D&D) was practically unheard of, GMs were few and far between. With only the ‘Dungeon Master’s Guide Book’ to rely on, GMs often didn’t have anyone else to turn to. In the early days of TTRPGs in Singapore, some GMs couldn’t even get hold of the official books. Online forums were also rare. D&D was such a new game, that much of it hadn’t been properly tested or refined either. Many early GMs had to rely on their own understanding of the rules and learn through trial and error. However, as D&D began to get more popular around the world, these early GMs started to create their own resources. Dedicated forums, groups and even videos start to pop up. Official sourcebooks began to make their way online. GMs started to meet one another to trade stories and experiences. Most importantly, experienced GMs realized how difficult it could be for someone new trying to become a GM. Official guidebooks started to offer more tips on how to facilitate roleplaying for tables. Video channels solely dedicated to giving GM advice were created. What once was a solo act has evolved into a passionate community. Several people have even turned it into a full time career! When it comes to being a GM, there is no better resource than people. Don’t be afraid to reach out to other GMs in your community or through online forums. If you aren’t sure where to look, pop by any local TTRPG studio. There are bound to be a few GMs hanging around.They will be happy to answer any questions you have (as long as you’re respectful!). After all, GMing is a craft that needs more love in Singapore. Where To Get Started This writeup is going to focus on helping beginner GMs who have some knowledge of D&D already. If you’re completely new to D&D or TTRPGs, we recommend you check out our Ultimate 2026 Checklist for D&D Beginners. Consider playing a few games or watching some D&D videos to figure out if GMing is something you’d like to try! Picking the Right Module One-shots can provide you a quick insight into D&D mechanics and roleplay. However, for DMs looking to gain more in depth knowledge, a short campaign can give you more time and material to study. You might be tempted to homebrew your first ever campaign. After all, isn’t it easier if you’re making up the rules? However, that isn’t necessarily true. In Homebrew campaigns, creating the world, balancing mechanics and setting the pace is entirely on your shoulders. It takes a lot of experience in game design to do all this well. For beginners, it is better to rely on pre-written modules. These will help teach you the basics of the rules, world-building and exploration. You also learn which parts of the story you can improvise or add your own additions to. However, it is important to remember that no story will play out perfectly by the book. It's a common testament of D&D. Your players will do as they please. It is the GM’s duty to help mold the story around their player’s decisions. Luckily, most beginner modules also come with a library of knowledge and advice built from the experience of hundreds of beginner GMs that came before you. Don’t be afraid to tap into that. Hopefully you’re convinced about running a pre-written module now. If you’re keen to try out a pre-written module, here are a few good modules to look into. They all start out your players as level 1 and touch on different pillars of D&D. Lost Mines of Phandelver One of the common beginner modules, Lost Mines of Phandelver (LMOP) is a great beginner module. It is a simple and short adventure that takes you through the town of Phandelin. Players will try to uncover the secret of the lost mine, known as Wave Echo Cave. This is a great starting point for GMs. The module brings you through the three pillars of D&D; exploration, socialization and combat in a guided manner. Phandelin acts as a sandbox for your players, with various side quests that help progress the main plot. The starter kit also comes with premade characters if you’re worried about balancing. That being said, it does have its cons. The first combat of LMOP can be brutal on new players. GMs will either need to fine tune it or provide alternatives to a total party kill (TPK) scenario. At times the world can be too structured, making it hard for new GMs to innovate on the story with their own ideas. Luckily, as one of the older modules, LMOP has a wealth of experienced GMs eager to leave their own advice for you to follow. Dragons of Stormwreck Isle Another good beginner module, Dragons of Stormwreck Isle (DOSI) gives a bit more freedom to the new GM. On its own, the module is a typical adventure to the mysterious Stormwreck Isle. Players get to face off against the titular ‘Dragons’ in ‘Dungeons and Dragons’. The module takes GMs through the basics of D&D as always, but offers more opportunity to improvise. The initial story is a standard tale of heroism, but new GMs are encouraged to add their own spin to it. Because it is so simple, there is ample opportunity for GMs to change, remove or add parts to the story. This helps new GMs learn the art of improvisation and story telling. However, on the flip side, this can also be tricky for new GMs. Those looking for a more guided experience for their first table might consider other modules. Compared to other beginner modules, it is also notably on the shorter side. Just like LMOP though, due to its age, there is a lot of information on how to spice up the module by other GMs online. Dragons of Icespire Peak A bit more of a rare beginner module, Dragons of Icespire Peak (DOIP) combines the pros and cons of the previously mentioned modules. Taking place near Phandelin, players are tasked with protecting the town from the wrath of the white dragons. GMs sometimes run DOIP after LMOP since they share the same locations. Similarly, they share a more sandbox based gameplay. Players have various quests they can accomplish.. Unlike LMOP, DOIP provides a bit more freedom for innovation and story telling. It also introduces the sidekick mechanic for GMs to learn. However, it is often a module that needs a bit more effort on the GMs part. It is typically described as being more disjointed in terms of story. GMs will need to rely on their own skills to tie everything together. The sidekick mechanics can also be initially overwhelming if its your first ever campaign. Running Session 0 Some of you might be scratching your heads. You might have not heard of session 0 before. Or you might be wondering why you need a session 0 at all. A session 0 is a meeting that takes place before session 1. It is often used to; Establish boundaries, limits and veils Manage player expectations Create player characters Set meeting times for sessions Set tone and expectations for the adventure A good session 0 encourages both GMs and players to be committed to a campaign. It is where GMs nip any potential problems in the bud. It can be the difference between a campaign making it all the way to the end and campaign falling off at the first obstacle. Players also get an idea of what a campaign is about. Session 0 builds excitement by giving them the tools to create their characters early on. You can also help tailor backstories to fit in with your campaign’s premise. Essentially, session 0 is designed to make your life easier in the long term. So don’t skip it. The official D&D source books do provide some advice on how to run session 0. However, for more tips on running an effective session 0, keep an eye out for TableMinis’ ‘Running an Effective Session 0’ workshop. Preparing before Session 1 You’ve managed to run an amazing session 0! Congratulations! Your players are hyped up and ready to dive into the game. What do you do now? Read The Module First, make sure you’ve actually read the module that you’re running. You don’t need to memorize every page, but make sure you know the summary. Read up on the first chapter again before your session 1. Have an idea of what events are going to happen to your crew and what NPCs they are going to interact with. Knowing the module well will also help you improvise when your players inevitably go off-track! Prepare Your Maps You’ve probably seen videos of GMs decorating their table with massive terrain pieces or an army of props. Some GMs have transformed their table into a virtual table top with animated landscapes. It is very impressive. However, as a new GM, you probably don’t have access to such props. Nor should you start spending on these extra accessories. These props are a can be nice-to-have, but they aren’t necessary. So what should you do? There are two methods you can employ: The first is using theatre of the mind. This is just a fancy way to say ‘use your imagination’. This is great for simple locations like a tavern or house. Paint a picture of the world around your players with words and let them describe how they interact with it. Avoid being too detailed with your descriptions. You’re not reading them a story book. You’re simply giving them an idea of what they can interact with. Your players will fill in the blanks themselves. For combat scenes, theatre of the mind may not be detailed enough. For that, you need to turn to theturn the second method: using grid maps. These can be as simple as a piece of paper with squares drawn onto them, a whiteboard or simple printed maps. The squares help players picture distance. You can also draw obstacles onto the map to indicate cover or blockades. Paint the scene with your imagination again, the map is just to keep track of player positions and enemies. Have an idea of what your combat scenes are going to look like before your session 1. Know Your Player Characters Make sure your players show you their character sheets and backstories. Do a quick study of their characters. You don’t need to figure out how they fit in the world completely. You just need an understanding of their motives and abilities. If you had a session 0, characters should already have some plot hooks to get them involved in the story! You can slowly integrate their stories into the main adventure over time. Don’t be afraid to ban any abilities or spells that don’t fit your world. For example, if a character flying would make it super easy to dodge every single encounter, then ban flying characters and abilities. Some GMs have a list of spells they regularly disallow (Looking at you, Silvery Barbs). If you’re not sure of what might break a game, then seek advice or let it slide and learn from experience! You’ll have some great game-breaking stories to tell your fellow GMs after! Get Some Dice And Take Notes! Your players aren’t the only ones who need dice. The GM needs to roll for their monsters and NPCs too! Make sure you have one set of dice that you can hide behind a screen for some anticipation! Likewise, ensure you have something to help you take notes when you aren’t narrating. This can be a simple notebook or your electronic devices. Try to avoid taking notes where players can see you. Consider investing in a GM screen or making sure you have some cover! Relax And Get Some Snacks! Finally, take a breath! You’ve prepared, studied and done your best! You’re going to be a great GM! If you’re playing a session with friends, ask them to bring their favourite snacks! You’ve done the hard work of planning out this campaign, the least they can do is bring something tasty! Having people contribute to a session also helps build a sense of investment in a campaign too! The only thing left to do is sit down and start playing! Helpful Resources Here are some helpful online resources you can turn to during your gameplay DNDBeyond The official D&D website for all your reference material! It also helps host character sheets. Only the core races and classes are available for free. All information is still official, allowing easy reference for both players and GMs. This is a great way for players to track their inventory and status during games as well. GMs can also create campaigns if they have a membership. This lets them check in on their player sheets freely. 5e Tools An encyclopedia of all D&D rules, Monsters, items and Spells. 5e Tools is a wealth of information for both GMs and players. It also hosts a loot generator and Challenge Rating calculator for those looking to homebrew some aspects. It can also be integrated with some Virtual Table Tops for online games. DNDSpeaks The fight is over. Monsters scatter the battlefield. The first thing your players say is ‘Loot’! But you haven’t prepared any loot! That’s where DNDSpeaks comes in with its handy roll tables. Your players will never want for loot again! (Well they always will, but we can’t limit player greed.) Loot aside, DNDSpeaks also contains lists for deciding species traits, backstory and landscapes. Online VTTs For the terminally online GM, virtual tabletops (VTTs) such as Roll20 or Foundry exist. They provide a whole library of maps and token pieces. Players can move their characters accordingly and keep track of their inventory and status. They do require a bit of a learning curve to master though. Most of their source material is also locked behind a membership or paywall. Still, they can be extremely helpful for those lacking physical maps. Game Master Courses Lastly, if you’re still nervous about your GM skills, consider going for a course! Many TTRPG studios offer Game Master courses for both new and experienced GMs. TableMinis offers a Game Master Series that focuses on different aspects of being a GM. From running your session 0 to dealing with chaos players to improvising on the fly. Experienced GMs share their insights and experiences. Thank you! Being a Game Master is no easy feat. It is a lot of responsibility. However, it is also one of the most rewarding experiences out there. There is nothing better than seeing your hard work pay off in the enjoyment of your players. With the ever evolving landscape of TTRPGs, new resources are also cropping up every day. The D&D space is thriving with both new and old players alike. Whenever someone steps up to become a Game Master, the community grows. We can't wait to hear about your experience and answer any questions you might have! We wish you well on your journey and to all the amazing games you will host! May the dice ever roll in your favor!
- The Ultimate 2026 Checklist for D&D Beginners (Comprehensive Beginner's Guide to Dungeons & Dragons in Singapore)!
So, you’ve sparked an interest in Dungeons and Dragons (D&D). Maybe you saw a podcast, caught a YouTube video, or have been influenced by your nerdiest coolest friends. You googled what you need to get started, coming across the stacks of books, piles of dice, and hordes of miniatures that you need. Not to mention, the acting lessons you need to take, the rules you need to memorise, and the fantasy history you need to study – best start reading now! Okok, jokes aside. D&D seems like an intimidating game for beginners, but we promise it’s actually much, much simpler. To answer some quick questions: Yes, the books are thick. Yes, there are many dice. No, you don't need to be an actor. In fact, you can start a game with absolutely zero knowledge, a handful of dice, pen and paper, and of course, someone who knows some of rules – who will typically act as the Game Master (GM) However, there’s nothing wrong with wanting to be prepared. So, let us help you with this handy checklist of everything you need to play your first game of D&D! The Philosophy of Play: The Mental Checklist Knowing is half the battle. And there are a few things to know about D&D before you dive in. The Number One Requirement Ask yourself this. Have you ever read a book, seen a movie, or recounted an experience to someone? If you have, check that off your list! You’re already qualified to play D&D! D&D, first and foremost, a storytelling game. Yes, guidelines exist to guide the story, but what that story is comes directly from you. Worried about not being a good story teller? Your stories don’t need to be cinematic masterpieces; you just need to enjoy creating and telling them. Remember it’s Collaborative! It can be easy for beginners to think D&D is a competitive “Player vs Player”, or “Player vs GM” game. However, this is a common misconception. One of the golden rules of D&D is collaboration and cooperation – it is not a solo venture. Everyone is there to tell a story together; a story of heroic acts, mischievous deeds, and working as a team towards a common goal. Whether that story took a million detours because the party was busy arguing with the shopkeeper for a discount, or led somewhere far grander, it’s a tale you’ll craft together at the table. other players at the table. Safety First! Like how sports games have rules to avoid injury, the best D&D games have ‘safety tools.’ GMs use these tools to ensure that every player’s safety and consent is respected at the table. This can range from having a safe word if the game gets too intense, or asking permission before doing something violent or over the top to another player. D&D & TTRPG studios, stores and professional game tables commonly employ safety tools to ensure safety at the table. These could include things like Lines and Veils , Script Change , and Stars and Wishes . For example, TableMinis Studio & Store has a ‘Social Contract’ that all players agree to before starting a session. These tools help players and GMs manage triggering topics and signal discomfort without needing to explain why. In a game where nearly anything can happen, player safety and comfort has to be the number one priority. Never be afraid to communicate your boundaries as a player, or establish safety guidelines as a GM. Gear up!: The Essential Equipment Now that you’re mentally prepared, let’s talk about what you need to bring to a game! D&D is a game with an ever-increasing number of books, miniatures and accessories, but are they all essential? Let’s break down what you should have for your first session: A Lucky Set of Dice Arguably the most important components of D&D, dice have been part of the game since its first edition. But how many dice do you need, and what does each one do? Let’s take a look. In Dungeons & Dragons, a set of dice consists of seven dice: a d20, d12, d10, percentile die (d%), d8, d6 and d4. The number simply refers to how many sides each dice has. Here’s what each of them are for: D20: The most commonly used die. The d20 determines how effective your actions are in game, known as a skill check. Rolling a 1 guarantees the worst possible outcome, while a natural 20 promises the best . It’s also used for saving throws and attack rolls. D% and D10: A d10 is a 10-sided die numbered 0 to 9. A d% is the same, ranging from 00 to 90. These are used together to generate a number between 1 to 100 for percentage checks. A result of 0 and 00 is read as 100. D12, D8, D6 and D4: These are used interchangeably to determine things like damage dealt, damage taken, or amount healed. Stronger weapons or spells will typically use higher dice like the d12 or d8, while weaker or more common ones use a d6 or d4. These are just some common uses.. Your GM may call on any die for different purposes during the game! Some gaming studios and shops provide dice if you don't have your own set, and many players use digital dice sets as well. That said, there’s a real charm in owning your own physical set. Many players choose one that represents themselves or their characters. So go ahead and find your lucky set today! Character Sheets! Think of a character sheet as your character’s ID. It holds the basics: your stats, race, name,level, and more. Like most things in D&D, this is also highly customisable! ‘Crunchy’ character sheets tend to be more detailed and mechanics-driven,, tracking stats, rules references and inventory weights. ‘Narrative’ character sheets are often lighter, focusing on the broad strokes and story moments of a character. There are no hard and fast rules, as long as you can read and use your character sheet, you are good to go! Sites like DNDBeyond offer standard templates and step-by-step guidance for creating your character sheet. Players can print their sheets and annotate them physically or fill them out digitally. If you’re unsure where to start, ask your GM for tips! What About the Books? There are many, many, many different books for the different modules in D&D, but for beginners, the two key ones are the Player’s Handbook and the Dungeon Master’s Guide. While these books provide a deeper insight into the rules, lore and how to play or run a session, they aren’t required to start a game. Plenty of material is freely available online,and most GMs will guide you through the rules anyway – so feel free to leave it off your checklist. If you’re interested in understanding the more in-depth rules and nuances of D&D, like having a physical reference, or just wanting to add to that fancy book collection on your shelf, they are absolutely worth adding to your reading list. And the Miniatures? Miniatures and terrain pieces can add onto any adventure. Custom miniatures can better reflect your character and deepen your immersion into the world you’re building. However, they are entirely optional.. Players have been known to use rocks, coins and even pieces of lint to represent their characters on the board! Once you’re confident your character is in it for the long haul, consider commissioning a miniature to commemorate them! Not a fan of lint? Dedicated game studios and stores provide a selection of adventurer miniatures to stand in for your character until you feel ready to get your own! Accessories?? You may have come across things like dice towers, dice bags, or the infamous dice prisons. None of these are necessary to play, but they are guaranteed to earn the envy of everyone else at the table. Your buying guide Now that you have a clearer idea of what you need to start playing D&D, where do you actually get them in Singapore? While most board game or tabletop shops carry some of what you’re looking for, dedicated TTRPG shop will typically have everything on your checklist under one roof: dice sets, handbooks, miniatures, and accessories all in one place. It’s worth seeking one out, especially as a beginner, since the staff tend to be enthusiasts themselves and can point you in the right direction. Singapore’s TTRPG scene also has a number of local creators and small businesses worth supporting: from custom 3D printing , to dice sets and peripherals , and accompanying accessories like apparel, stickers and keychain vendors . Picking up from within the community is a great way to get connected before you roll your first die! What Now? The Singapore D&D Roadmap Perhaps by now you’ve ticked off your mental and physical checklist, so how do you put all of it to use and start finding a game? If your friends have already got something organised, then you’re all set! But for everyone else, here’s a simple roadmap to playing your first game of D&D in Singapore. Step 1: Get to Know the Community First, you don’t need to know everything before jumping in, just enough to know what you’re getting into! Consider joining local D&D Discord servers or Facebook groups. Ask questions, meet players, and get a feel for the scene before you commit to anything. Better yet, drop by a D&D studio or your local game store, and meet some of those already in the communit y ! Step 2: Start Small! Once you feel ready, start looking for beginner or taster sessions. Enthusiastic beginners might be raring to dive into a two-year long campaign right off the bat, – but if you’re new, it’s better to start small. Look for taster sessions, beginner campaigns, or one-shots in the local scene, as these are better catered to teaching new players the rules and flow of the game. It’ll also help you figure out what kind of D&D player you are and what campaigns you might enjoy in the future. Many studios offer beginner tasters or learn to play sessions where players are guided by professional GMs through a short introductory experience. If you need help findingt beginner courses, check out our guide on the best places to play D&D in Singapore! Step 3: Book Your Session Once you’ve found a good beginner session, book it and mark it down in your calendar! For any further questions, turn to the local communities or speak to the venue that you’ve booked with. Step 4: Show Up and Play! Have an amazing time playing D&D! Step 5: Roll and Repeat! Now you’ve got a game under your belt, it’s time to figure out what’s next. Consider trying a beginner campaign or workshop as your next step. This is also a good time to complete your physical checklist if you haven’t already. Good Luck, Adventurers! Dungeons and Dragons is an amazing hobby to get into. Dedicated players have taken the game beyond its initial scope with fantastical props, worlds and costumes. It is important to remember though, that even the most veteran player started out as a beginner. D&D is a game that everyone can get into. We hope that this checklist and step-by-step guide gives you a clear path towards making your first roll at a table! Good luck, and see you down at the tavern, future Adventurers! Technical Appendix Here are some common terms that you’ll encounter in D&D and other TTRPGs. This list is by no means exhaustive. It is not necessary to memorise them, but having a rough idea of what they mean can go a long way and help you better understand what everyone’s talking about at the table! Term Definition: Learn to Play A D&D Session geared towards teaching new players the rules and different aspects of playing D&D. Beginners are encouraged to attend these first. One-Shot A short adventure designed to be finished during one session. Usually lasts for 3 to 4 hours. Short Adventure A short adventure that takes place over a few sessions. Usually 2 to 3 sessions. Campaign A long adventure that takes place over multiple sessions. These can range from a month to years. Adventurer’s League An official organized play association for D&D. It contains its own set of rules that allow players to bring their character to play at different organized play events. Module A pre-written published adventure with a set of defined rules or guidelines. Homebrew Unofficial ‘home-made’ adventures or rules created by the Game Master or from other unofficial sources. Above Table Used when someone needs to speak out of character or address the table outside of the roleplay. O.O.C (Out of character) Used to signal when you are talking as a player, not as the character you are playing. Meta-Gaming Using knowledge that you know above-table to influence your in-game decision. R.A.W (Rules as Written) The definition of rules written in the official books. Used when a DM chooses to follow the rules exactly as written on the page. A.C (Armour Class) This determines how difficult a person or creature is to hit. This number can be increased by wearing armour, using shields or spells. An armoured knight naturally has a higher A.C than an unarmoured civilian. D.C (Difficulty Class) This determines how difficult a task is. Game Masters will assign this. Players need to roll the DC or higher to succeed. A difficult task would have a higher DC than a simple task. Ability Check A d20 roll that determines the success of a character’s action. Ability checks are made against a D.C to match or beat the number. Ability Modifier Numbers from your Ability stats. These can add or subtract to a roll. Natural 20 The dream of rolling a 20 on a d20 for an ability check. This gives you the best possible outcome of an action or a critical hit in attacking. Dirty 20 A fraud of a natural d20. This is achieved when your modifiers add onto a dice roll to give you a 20. It is taken as a regular dice roll with no added benefit. B.B.E.G (Big Bad Evil Guy) The main villain/villainess of a campaign. T.P.K (Total Party Kill) When the entire party is killed in a single combat. This often makes the table very sad :(. Advantage Rolling a d20 twice and taking the higher number. Advantage is given when a character has something that helps them in a task. E.g Having food on you when taming an animal. Disadvantage Rolling a d20 twice and taking the lower number. Disadvantage is given when something is hindering a character from completing a task. E.g Trying to lockpick in the dark. Saving Throws How well you can avoid the effects of a bad situation or spell. E.g Can you resist being poisoned from eating food off the floor. Spell Slot Energy that magic users need to spend when casting a spell. Spells slots have their own levels and can only be used for spells of the same level or lower. E.g A Level 3 spell slot can be spent on a Level 1 spell. Spell Level Every spell has a certain level attached to it. They can only be cast with spell slots of the same level or higher. Cantrip A spell with level 0. This means they can be cast anytime without spending spell slots. P.C (Player Character) This is your character! Or a character played by someone other than the Game Master. N.P.C (Non Player Character) These are characters played by the Game Master! H.P (Hit Points) Determines how much damage you can take. These are your health points, safeguard them very carefully! Initiative Determines the order in which people take their turns in combat! Long Rest 7 to 8 hours of in game rest for your characters. It restores all Hit Points, Spent Spell slots and special features. Ask your Game Master for them all the time. Short Rest 3 to 4 hours of in game rest for your characters. It restores some Hit Points and some special features. Ask your Game Master for this after they reject your request for a long rest. Action An action you can take during your turn in combat. Characters typically have 1. Certain classes have more actions Bonus Action An extra action you can take during combat. Most attacks, spells or abilities will specify if they are a bonus action. Reaction An action a player can take once to react to another character’s action during a combat round. Actions will specify if they are reactions. Movement Speed Determines how far a character can move during their turn in combat. Opportunity Attack A special reaction players can take to attack an enemy leaving their melee attack zone. Conditions A harmful effect that can affect a player or enemy. These can be afflicted through spells, poisons or certain actions. There are a wide range of conditions, each with specific effects.
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