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Clockwork Writings Blog

Tabletop Roleplay: A Beginners Guide

On Stranger Things, New Players, and TTRPG's


Tabletop Roleplay as a hobby has been around for decades. Born in the simple concept of coming together to tell a story collaboratively, this aspect of culture has grown many, many heads since its inception. A fringe culture thanks to the overflow of the Satanic Panic era (a topic for another blog entirely), D&D and TTRPG's as a whole, were for many years thought of as the background hobby for the hardline nerd. Often used as the butt of a joke in shows like Big Bang Theory, and commonly a way to point out the extreme nerdiness of a character, TTRPG's got a bad rap. Even today the stigma around the hobby has a tendency to rear its head, and that's after the modern revival. Thanks to shows like Critical Role and Dimension 20, alongside the popularity of Netflix's Stranger Things, the general public now knows and is willing to engage with one of the most interactive forms of entertainment available.

However, while the hobby has come on leaps and bounds in the past decade, there are still plenty of people out there who have no idea what Tabletop Roleplay is. Oftentimes when I start talking to someone about what I do, it becomes necessary to go through a very familiar script.

Have you heard of Tabletop Roleplay?
No, ok. Have you heard of Stranger Things?
No, ok. Have you heard of Dungeons and Dragons, D&D?
No, ok. Think collaborative storytelling with a few extra rules and lots of improvisation.

I have become so familiar with the spiel, that sometimes I find it coming out on autopilot, an effect that I have to consciously avoid. For this reason I thought it was about time I gave the world something I wish I had when I was getting started in the hobby. Whether you're a newbie who hasn't a clue, a long time player who wants a refresher, looking to explain the hobby to a friend or someone with an interest, here are the 10 things I wish I knew, otherwise known as:


A Beginner's Guide to Tabletop Roleplay


1. Defining the Hobby

My favourite definition for TTRPGs or Tabletop Roleplay games is the following:

Tabletop Roleplay- Gamified Collaborative Storytelling.

To be a little more clear, tabletop roleplay is essentially the act of a group of individuals getting together to tell a story. They will collaboratively improvise, working within the rules of the system to build the narrative. Certain systems will require dice, while others will use cards or even chips, in the end however the medium comes down to personal preference. A good system will become a seamless part of the story, making use of its skills, dice, and mechanics to facilitate the tale that is being told.

In the end, the players will come together, usually under the guidance of a Game Master (GM), or head storyteller, and collaborate to solve the problem at hand. It is this collaboration that makes Tabletop such a fantastic method of team building, but that is a topic for another day.

The uniqueness of each session means that you can play through the same story over and over and always have a different experience. For the gamers out there think of this as the Telltale format but dialed up to 11. Your choices matter.

If this has piqued your interest and you want to give it a go get in contact and I'll see if I can help you find an option near you.


2. First Steps


As with any new interest or hobby, getting started with Tabletop Roleplay can be intimidating for new players. It is with this in mind that I recommend you start off by trying out a one-shot or single-session campaign. Often designed by the GM to give you a crash course on the rules in a short single-session experience, one-shots can make for some of the most insane and ridiculous intros to the hobby.

The greatest thing about a one-shot comes with the single-session mentality. Much like a Halloween special on the Simpsons, the things you do don't matter outside of that session. You can burn the city to the ground, end up shipwrecked in the middle of nowhere, set up a coffee shop for monsters, or even start and end the apocalypse both in the same session (yes all of these happened). The ability to not have to deal with consequences can be freeing for those getting started and offers an ideal way to step into the Tabletop scene without a longer-term commitment.

If you're in and around the North West and this sounds like a bit of good fun, I offer one-shots on a semi-regular basis, spanning genres and styles. Check out the roleplay section if you'd like more information or if you'd like to book your seat at the table.

3. Prep for Session 0

Those who have been in the hobby a while will know what I mean by this, but for those new to the term, Session 0 is a session at the beginning of a campaign where your GM and party will get together and have a chat about the ins and outs of what's coming. This often includes discussions around triggers, content warnings, player preferences, and usually some character-building.

This is the ideal time to express any worries you might have, to ask questions about the rules, and to get some idea of how the group looks. A lot of people will walk into a session 0 with no idea of what they want in a character, no questions, and no concept of what they might want to avoid in the game. It is for this reason that I recommend that players, new players especially do a little prep beforehand.

This doesn't need to go overboard, as coming in with too many preconceptions may lead to disappointment when character-building, but it's a good idea to have a few things in mind.

  • Character Idea: Nothing too solid, but enough so that you're not clutching at straws when character generation starts.

  • Rules Queries: If you've been given a chance to look at the rules or you want to clarify a few things, session 0 is the best time for it. It's likely that many of your table will have similar questions so it's good to pre-prep anything you want to clarify to avoid future issues.

  • Lines and Limits: Think about the kind of content you want to avoid in your games. What are your triggers, your phobias etc? A good GM will have this conversation to ensure that everyone is ok with the coming content so having had a think beforehand will allow you to know your lines without needing to think them up on the spot. It is likely that they can be accommodated even if revealed later, but the earlier the better.

Once you've got those three things ready try to remember to bring some kind of notepad and pen to take down the answers.



4. Questions

Never be afraid to ask a question. While your GM will do their utmost to keep things clear, don't be afraid to clarify something. Avoiding a question because you think it might be silly is far more likely to cause issues than asking that question every will.

There is however a level of etiquette to take into account here. If your GM is mid description save your questions to the end of that narration. GMs will often get into a kind of storytelling flow and while your question is important, interrupting that flow is likely to lessen the experience for everyone involved.

There are no stupid questions but please pay attention to the answers. If you ask a question take the time to properly engage with the answer. Clarify points, check your understanding, and do what you need to get that answer, but do it there and then. Asking a question and then forgetting the answer in the following scene has led to some rather frustrated groups and GMs in the past.

When it comes down to it asking a well-placed question, be it rules or narrative-based, may well allow your party to uncover something they otherwise might have missed. Some of the greatest reveals in my experience have come from the most mundane questions.



5. Character is Queen

Players and their characters make up the meat of any campaign or one-shot experience. The kind of character you play, and by that I don't just mean their class or skills or abilities but their personality as well; that is what is going to help you get the most out of your sessions.

If you don't love your character or you aren't enjoying playing them, talk to your GM and see if you can get to the root of the issue. It may simply take a side story or a background character showing up, or you may need to try something new and say goodbye to that character altogether. Whatever the result, it is important that you put the characters, and by that, I mean yours and your party's characters, first. A good character can mean the difference between an okay and an amazing experience.

Take the time to build up your character. Write a backstory, add some background characters for your GM to play with, and get to know this person that you will be playing for the foreseeable future. Give them flaws and hopes and fears and dreams. They can be as real as you are willing to make them.

Players will often grow attached to their character, resulting in a share of their highs and lows in a way that no other experience can offer. I still have old character sheets from my early sessions, remembering the madness and the heartbreak fondly years on.


6. Roleplay is King

Going hand in hand with point 5, this is a point worth remembering. Your character is how you interact with the world of the game, don't be afraid to take on their experiences when making decisions. Act like them, decide how they would decide, and be willing to go against the "best" choice to instead experience the most "in character" choice.

You don't need to do an accent (though many players do), dress up, or go overboard and your roleplay doesn't need to be constantly at odds with the party's goals. But taking the time to play out your character's stubborn nature, or overtly upperclass selfishness, can result in some really interesting and enjoyable sessions. Let your character develop by having them face their flaws and fears.

By embracing the roleplay, whatever the rolls might say, you will find yourself becoming much more invested in the story, the NPCs (Non-player characters), and the world. You may even find yourself buzzing for the next session so that you can be that character again.


7. Note Taking 101

Taking notes is probably the most useful thing that you can do for both yourself and the other players at the table. This is a concept I wish I had taken to in my time as a player but now, as a GM, the note-taker fast becomes your favourite player.

Note-taking is an art that differs greatly from player to player. Whether you take meticulous notes down to exact types of weather and times, or you give yourself a broad overview, having some form of notes is the best way to keep yourself on track. Especially important in longer campaigns where things can get lost in a mass of side quests and shenanigans, notes serve as your lifeline to the plot.

The ideal note-taking experience comes as a supplement to your game. You write things down in character so that you can later look back and realise just how much that character has grown and changed.

If you want to be a note-taker it is best to start sooner rather than later. Here are a few things that might help you get started.

  • Bullet Points: When playing it is important to not become too sidetracked taking notes that you miss something. For this reason, I recommend a scrap sheet on which you can take down bullet points about the goings on that you can expand on later. Some players will have a section of their notebook, while others will use whatever is to hand. Just make sure that you keep it safe for later use.

  • Notebooks: Whether digital or hardcopy, a dedicated notebook for your sessions is a must. There will often be a lot to remember and having your notes mixed in with other things will make it even harder to keep track. Keeping things separate will help to keep it more cohesive.

  • Character: This is especially worth noting if you're looking to use this notebook as a supplement to the campaign. Make a distinction between what you know and what your character knows. There may come a time that you will need to put things together and if you don't know what notes are yours and what notes are the characters you will struggle to avoid meta-gaming or giving your character knowledge they don't have. Separating things out will result in a better experience all round.

Whether you go all in on notes or keep things minimal, be sure to have at least something to help remind you. Breadcrumbs and riddles work best when you have all the pieces your GM has given you to hand.



8. The Party


TTRPGs are a collaborative experience. This is a point worth making as too many new players find themselves either hogging the limelight or slipping into the shadows. The party of players as a whole is what makes a game flow. Take the time to interact with your fellow party members in character. Ask questions, learn their flaws, build friendships and relationships; whatever the plot might be, making sure you play as a team will make a big difference.

Your GM will design problems for the group as a whole to solve. They will try and play on your strengths as well as show your character's weaknesses to allow them to grow. By being willing to rely on your party you will have a far easier time of it. Don't be afraid to make your voice heard and be sure to try and keep everyone involved. Being willing to help the GM find that balance will make you a better player and help the table feel more inclusive in general.



9. Rolling with the Flub / Don't be Afraid of Failure

There are times in any session or campaign when your rolls will not go the way you want them to. Maybe you rolled a critical failure when trying to charm your way past some guards, or maybe your spell fizzled when it should have banged. Whatever the case may be, learning to roll with the flub, or keep going despite the failure, is a skill that really makes the difference between an okay and a great player. The earlier you learn how; the better your overall experience will be.

When it comes down to it this point calls back to number 6; be willing to roleplay the character whatever the scenario. When that bit of charm fails try coming up with what disastrous sentence your character said to piss off those guards. If the magic doesn't go as intended have your character try to save face, or even better still, have them act as though it happened anyway. Take the negative out of the situation and find a way to keep going. When things don't go your way it sucks, but when you take ownership of that failure, you may well find yourself enjoying things all the more. I've seen players deal with failure in a myriad of ways, but there is nothing more entertaining than watching them play it out properly.

You never know, you might find a new flaw in your character you can explore later, or leave a lasting impression on an NPC that will make a big difference. Don't be afraid of that failure, it may well turn out to be one of your most entertaining experiences.


10. Everything isn't D&D


This is last but it is by no means least. TTRPGs come in all shapes and sizes. From games designed to be played alone to those requiring a storyteller or gamemaster, the possibilities are endless, and that's before you step into the art of Homebrew. Currently, Dungeons & Dragons is by far the biggest and most popular option on the market. This is in part due to its age and in part due to the popularity of shows like Critical Role and Dimension 20. It is however one of the most complex and investment-heavy options for a new player, something that can cause quite a few problems.

For years D&D has held a seeming monopoly on the hobby, and after the pandemic hit this epidemic has only gotten bigger. There are plenty of systems available that use traditional 6-sided dice, as well as some that don't use any at all. A check in your local gaming store or a conversation with a longtime GM will reveal a whole myriad of options to explore. I have met far too many players who had given up on the hobby, simply because they had a bad start with a rules-heavy D&D table.

My own table runs a FATE-based system, modified to iron out the kinks I felt took away from the roleplay (a topic for another blog), but that is just one option amongst many. The point I'm making is that while D&D is a great system it can be very intimidating to new players.

If you're interested in the hobby and are finding yourself short on funds, giving something else a go first may be a great way to get started.


And there you have it, my Beginners Guide to Tabletop Roleplay. Many of these points come down to my opinion, but they are the 10 things I wish someone told me before I got started. If there is anything here that you'd like to know more about, or if you want to get in contact please don't hesitate to comment below or reach out to any of my socials. I wish you all the luck at getting started in the hobby and hope to see you at my table someday soon.


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