Teaching RPGs to A Group of Beginners
There are lots of wonderful resources to help guide you in teaching yourself or a group of beginners to play RPGs. Since we usually start with D&D, the resources will focus there.
Guiding Principle - Get Them PLAYING first, and the rules can come after. The faster you can get people involved in an RPG, the better!
The very beginning - We usually start by explain DnD’s six core stats.
Step 2 - Skill Checks Pregen Characters
Step Three- Getting A Visual Reference On The PreGen Character
Step Four - Try it!
Your players now know enough about their characters and how to play to go on a small adventure! I absolutely LOVE The Laureate Trials as a first adventure. It has three rooms, and the first one is all about skills checks. It is very engaging, silly and low stakes, but easy to get into. The second room is a puzzle, and again does not take any combat skills. Even if you do not use this adventure, let your players get good at doing skills checks and playing together. If you are using the Laureate Trials, by the time they come to the third room, it is time for combat. By then, they are ready to learn some new things.
Step Five - Combat
I like to demonstrate combat with our old friend, the long-suffering guard. Here is a pregen stat block for a guard, which you can use. If you have all level one players, feel free to make him easier to beat as well. Having one person play the guard, choose three volunteers to be the party, and go through a battle. This is a great time to explain initiative, and act out how it works.
Now, to get on my soapbox, I really don’t like adventures that are all about killing other humanoids. I think it is lazy storytelling, and not exactly what I am looking for my middle schoolers to do. This is my major complaint about the The Lost Mines of Phandelver, which is the adventure in the DnD Starter Set. I always like to explain about non-lethal combat (our poor guard deserves better!) and pick storylines that do not focus on just slaughtering cultists or goblins. But that is, of course, your prerogative. The Laureate Trials has a great battle against four warforged robot beasts, which feels high stakes, with flame shooters, etc., but meets that criteria for me.
Step Six - To Adventure!
At this point, your players have a good idea of how to play. Your spellcasters will need to learn how to do spells. You can do the same demo with the long-suffering guard, have the DMs help the spellcasters as they need it, etc. The players will make mistakes. The DMs will make mistakes. That’s okay. Remember : We’re all here to have fun!
There are so many resources online, if you have asked the question, others have. The internet is an endless source of discussion for DnD people. Have at it!