Last weekend, I finally decided that my D&D edition of choice was to be 5e. As an Old School gamer, however, this might seem surprising… but with that decision came an idea for how to achieve two things at once:
- Introduce new players to D&D.
- Channel the Old School spirit of “expendable until proven heroic”.
In short, I intend to bring the concept of “the funnel” to D&D5e.
Beginner’s Trouble
The problem begins with Beginners. Total RPG newbies, like the students at the school in which I teach, have virtually zero patience for creating a D&D character (even with the free Basic Rules) but also dislike choosing pre-gens.
The solution arises from Chris Gonnerman’s pioneering work with Basic Fantasy (and his roleplaying / Old School primer booklet). In short, you get them to roll up Level 0 characters.
For 5e, Level 0 characters have no class and no skills. That’s not to suggest they are all plebeians, just that there are no Fighters or Wizards at Level 0:
- Get them to roll their Attributes, and assign the bonuses. Roll 1d6 + Constitution bonus for Hit Points.
- Get them to choose (or roll) a Background from a simple list, but don’t apply any bonuses or features – just give them the equipment and some cash.
- Let them spend their cash if they want – that’ll probably allow for a simple weapon.
This feels much more Old School, not least because these Level 0 characters can die very easily, but also takes minimal time to do with newbies at hand.
Enter the Funnel
DCCRPG is the inspiration here: the “funnel” is the idea that from many potential heroes the strong will emerge through play. In other words, you play a bunch of characters and anyone who survives makes it to Level 1.
For this, I propose running a single adventure with a bunch of beginners and their characters. They create a Level 0 character, as outlined above, and then we begin play.
Using the D&D Basic Rules, run a simple dungeon adventure. Teach them the basic rules: making checks, saving throws, attack rolls, and roleplaying. Easy.
If their characters survive the adventure, then they can level-up. If they die, ho hum: roll another character and try again.
To be truly in the funnel, each player should have more than one Level-0 character to play. But that’s optional if you’re teaching the game: for newbies, learning to play one character will be enough challenge for the first game. Of course if it’s a TPK first game, it might be fun to give them (say) three characters each for game two.
Surviving to Level 1
Any character that survives long enough to get to level up becomes, of course, Level 1.
At this point, have them choose a Class (perhaps guided by their play style) and develop the Background details further.
I’m undecided about whether to introduce the Personality, Ideal, Bond, and Flaw here at Level 1 or earlier… but, for newbies, it’s probably here. Oh, and upgrade their Hit Points to the Level 1 starting point too.
Gaming continues as usual from here, albeit with optional application of the “Slow Natural Healing” rule from the DMG, page 267 for a more Old School grittiness. Easy.
That said, I’d suggest sticking with just the Basic Rules for newbie players, offering just the four basic classes, until they are hooked… or their new Level 1 character snuffs it. You can add in the full Player’s Handbook choices once they buy their own rulebook. After all, commitment is shown through investment.
If you want a truly Old School feeling, consider only using D&D Basic’s four core classes: add in all the rest of the choices from the Player’s Handbook if you want, but in the beginning remember that there were only what we now call Clerics, Fighters, and Wizards. Rogues came later.
Game on!