Research Question
How might we produce a visual aid that can help motivate new players to learn and play Dungeons & Dragons without access to a veteran player?
Project Overview
D&D can be challenging to learn as crafting character sheets, deciphering dice usage, and navigating through the jargon was overwhelmingly complex to tackle all at once! That's why I want to create a starter set that simplifies these fundamental mechanics for new players, allowing them to grasp the essence of gameplay without going into the complexities of its advanced rules just yet. I aim to bridge the gap for those who might feel daunted or excluded by the sometimes overwhelming complexity of the D&D community and its initial learning curve!
Board Game Design / Illustration / Packaging Design
Designed for ages 10 to 90, my starter set should mostly appeal to millennials and Gen Z. My targeted audience is the generations of people who had to grow up during a time of digitalized advancement and embrace visual learning! My ideal users are people who have a slight knowledge of D&D and are motivated to reach out to others who are interested in playing with them.
I researched existing starter sets that aim to aid beginners start D&D. There were not many official solutions from Wizards of the Coast and ones that were designed specifically to help new players were homemade and not a full set but rather in separate pieces like simplified character sheets.
I looked into how other actual players usually go into help new players learn to gain insight. It’s pretty intensive for new players when they just get swept up and need to learn how to play as they go.
I did a landscape analysis of the current trend with D&D and the rise of its popularity due to games which in turn created the rise of people wanting to get into playing D&D. I wanted to see if this product will be marketable and is needed for the coming 3 to 5 years.
I talked to Dustin Lynch, Principal of Design Services Indiana CTSI and a 10th-level Half-elf Sorcerer to better understand my audience and the mechanics of an in-person D&D session. Through tacos and Bloody Mary’s, we talked about the basic needs of a new player, boardgame creation, and the audience’s needs and motivation.
I conducted multiple online interviews while play-testing with both new and veterans places to observe and evaluate with visual aids were needed. Along with the research I was producing visual prototypes and integrating into the playtesting sessions to see if new players respond well to the prototypes.
I designed the following components as part of my solution:
Boardgame Box Prototype
Initiative Trackers
Class related dice bags
Color coded dice
Premade Character Sheets
Handbooks
Visual Meeples PC & NPC
After my design process, for my solution to be a success, I know it needs to:
Incorporate clear visual artifacts to help new players easily identify characters and settings.
Simplify game mechanics and terminology to reduce confusion for beginners.
Craft a fun and enjoyable art style that avoids seriousness, drawing in novice players with its charm.
Enable players to jump into gameplay with minimal prior knowledge, minimizing stress and maximizing enjoyment.
Incentivize players to delve deeper into more advanced games and sparking curiosity and motivation.
Miniature meeples representing characters and a compact 1 by 1 inch visual grid map were created to assist players in visualizing scenes, complementing the descriptions in the handbook. Additionally, a riddle scroll was devised to offer players a tangible riddle experience without necessitating the Dungeon Master to repeatedly recite it.
Character sheets have been streamlined to focus solely on essential elements and eliminate extraneous details such as inspiration, alignments, and experience points. Players are provided with a cheat sheet and color-coded dice to effortlessly navigate gameplay, ensuring a smooth and enjoyable experience.
Characters and the overall design aesthetic were developed to evoke a sketchy and less polished style, aiming to diminish the seriousness of the game and infuse it with a sense of fun, quirkiness, and effortless playability.
In the one-shot adventure “Memories Be-Witched”, is designed to minimize the necessity for extensive dice rolling, providing flexibility for the Dungeon Master to decide whether to incorporate more advanced mechanics or keep the focus on narrative progression.
Session zero was crafted to build level 1 characters, allowing players to transition them into other games without the need for building new characters. It establishes a foundation through which players can construct characters to carry forward into other DnD campaigns.