Getting Started
What to Bring to Your First D&D Session (Checklist)
For your first D&D session you genuinely need four things: a set of dice, a pencil, your character sheet (or ten minutes early to make one), and a willingness to say "I don't know what I'm doing yet." Everything else (rulebooks, miniatures, spell cards) is optional, and at a well-run table the Game Master has spares of all of it. Here's the full checklist, plus what not to worry about.
The essentials
- A 7-die set. The classic polyhedral set. If you're buying your first one, our dice guide explains what each die does. Most GMs (and every GM at our tables) carry loaners, so even this is a should-have, not a must-have.
- A pencil and eraser. Hit points change constantly, and pen users learn this lesson exactly once.
- Your character sheet, printed or on a tablet if your table is screen-friendly. If you don't have a character yet, that's normal: say so when you book, arrive fifteen minutes early, or grab a pregenerated character. Dice Outpost keeps a pregen library ready for exactly this.
- Water and a snack. Sessions run three to four hours, and the player who brings pretzels for the table achieves instant legend status.
Nice to have (but truly optional)
- A miniature for your character. Some tables use maps and minis, some play theater of the mind. Ask your GM. If yours does use minis and you want to bring your own, painting one is a great first hobby project; here's how.
- A notebook. NPC names evaporate by week three, and future you will be grateful.
- The Player's Handbook. Useful eventually; unnecessary on day one. The free basic rules cover everything a new player does, and your GM will walk you through rolls anyway.
- A dice tray keeps rolls off the character sheets and (if you went metal on dice) protects the table.
What NOT to bring
- A memorized rulebook. Nobody expects rules knowledge from a new player. The game is learned by playing, and tables are patient with "what do I roll?" forever.
- A tragic 40-page backstory. A paragraph is plenty for level one. Your character's story is what happens at the table.
- Anxiety about roleplaying. Nobody does a voice on day one. "My character checks the door" is exactly as valid as doing it in character. You can describe, not perform, for as long as you like.
What to expect from the session itself
A typical first session: the GM sets the scene, you introduce your characters in a sentence or two, and then the game alternates between three modes: talking to characters the GM plays, exploring and investigating, and combat (which runs in turns, so you always have time to ask what your options are).
Three unwritten etiquette rules worth knowing in advance:
- When your turn comes in combat, have a rough idea of what you want to do. "I attack the goblin" is a great turn. You can figure out modifiers with the GM's help.
- Share the spotlight. The quickest way to be invited back forever is asking the quiet player "what's your character doing?"
- Let the GM's ruling stand during play. Rules discussions are for after the session. This one habit separates tables people love from tables people leave.
Why a professionally-run first session is worth it
Your first session shapes whether the hobby sticks, and the biggest variable is the person running it. A professional Game Master runs games every week, is used to onboarding brand-new players mid-session, brings every spare (dice, pregens, minis, patience), and handles the one thing home games struggle with: keeping a table of strangers comfortable. It's the difference between learning to ski from a friend versus an instructor.
If you don't have a group yet, our guide on finding a D&D group compares every route, including booking a seat at a GM-run table.
Frequently asked questions
Do I need to make a character before my first session?
No. Tell whoever's running the game that you're new and characterless. Most GMs would rather help you build one or hand you a pregenerated character than have you struggle through character creation alone. Booking a Dice Outpost game gets you access to ready-made pregens.
Do I need to buy anything to play D&D?
Strictly, no: a table with a generous GM can outfit you completely on day one. Practically, a $10 dice set and a pencil make you self-sufficient, and that's the entire required shopping list until you're sure the hobby has hooked you.
What should I wear or bring to a game store session?
Whatever's comfortable, plus water and maybe a snack to share. Game stores are casual by constitution. Arriving ten minutes early to meet the table before dice start rolling is the only "dress code" that matters.
How long does a D&D session last?
Three to four hours is standard, though store-run games often run a tight two to three so the schedule stays predictable. Ask when you book; session length is always listed on Dice Outpost game pages.
Is it okay to just watch a session first?
Ask first, but usually yes. Many tables welcome an observer for an hour. That said, D&D watches slower than it plays; most people who sit down "just to watch" get handed dice by the second hour anyway.