the first encounter of the roleplaying kind
entering the hobby through a door you didn’t notice
for a lot of people, the first table they sit at already has a shape. dice, classes, combat grids, a character sheet that looks like it’s measuring something important.
you don’t really question it, you just assume that’s what this is.
everyone knows someone whose first ttrpg was d&d, and more often than not it wasn’t even a deliberate choice. it was just what was there, what was visible, what people pointed to when you asked “how do i start?” and for a lot of people, that’s also where the curiosity quietly stops.
before going any further, let’s get this out of the way. this isn’t a takedown of d&d. it works, it’s fun, it’s the reason a lot of people are even here. if anything, this is more of a critique of the ecosystem around it, the way one system slowly becomes the system, not because it’s enforced, but because it’s everywhere, and arguably, the most accommodated system. and once something becomes the default, it stops feeling like a choice.
you see this kind of thing in other spaces too. in videogames, where rpg starts to mean leveling systems and skill trees. in board games, where strategy gets flattened into resource optimization. the first thing you encounter tends to define the edges of the medium, not officially, but effectively. ttrpgs aren’t immune to that, so yeah, there’s this familiar door that most newcomers walk through, and most of the time that door is d&d. the more interesting question isn’t whether that’s good or bad on its own, it’s what that door is already teaching you before you even realize you’re learning something.
because first encounters don’t just introduce you to a hobby, they quietly train your expectations. they tell you what play looks like, what counts as progress, what kind of stories are supposed to happen at the table. and once those expectations settle in, everything else starts to feel like a variation instead of a completely different possibility. there’s a line of thinking you see come up in design circles and blogs, stuff around invisible rules of play or the difference between system mastery and play culture, where the idea is basically that you don’t just learn a system, you internalize its assumptions, and those assumptions stick longer than you think.
that’s where things get a bit tricky. ttrpgs as a medium are all over the place in the best way possible. some systems are about tactical problem solving, some are built around emotional beats, improvisation, shared authorship, some barely have a gm, some don’t even care about winning or losing. but if your first encounter teaches you that a ttrpg looks a certain way, structured, combat forward, progression driven, then everything else has to work a little harder just to be understood on its own terms.
so no, d&d isn’t ruining anything just by existing, that’s too easy. but as a first encounter, it carries weight. it sets a tone early, and sometimes without meaning to, it narrows the palette before people even realize how wide it actually is.
the tricky part is that none of this feels imposed. no one sits you down and says, “this is the correct way to play.” it just… shows up that way. d&d feels natural, like it’s simply how things are done, when in reality it’s doing a lot of heavy lifting behind the scenes. it’s infrastructure. it’s the thing propping up visibility, shaping onboarding, defining what a “normal” table looks like before you’ve even had the chance to imagine your own.
look at how people get into the hobby. a friend invites you to a session, you see a stream, you search “how to play ttrpg” and the results more or less point in one direction. rulebooks are easier to find, communities are easier to access, conversations are already happening there. it’s not that alternatives don’t exist, it’s that they’re harder to encounter without already knowing what you’re looking for. so the path of least resistance becomes the path almost everyone takes.
again, that’s not inherently a problem. every medium has its entry points, its flagship titles, its default modes. the issue is when that default becomes so dominant that it starts to define the medium itself. when “playing ttrpgs” quietly becomes synonymous with “playing d&d,” and anything outside of that starts to feel niche, experimental, or “for later.”
because at that point, you’re not just entering a hobby. you’re being oriented within it, long before you realize orientation is even happening. and this is where it starts to stick.
your first encounter doesn’t just introduce you to a game, it teaches you how to behave in one. not explicitly, but through repetition, structure, and reward. you learn by doing, and more importantly, you learn by what the game chooses to notice.
conflict, for example, tends to orbit around combat. not because it has to, but because that’s where the system is most detailed, most responsive, most alive. there are mechanics for positioning, damage, initiative, abilities, outcomes. so naturally, that’s where attention goes. you start to read tension through the lens of a fight, resolution through winning one.
progress follows a similar rhythm. you level up, you get stronger, you unlock more. growth becomes something you can measure, something that moves upward in clear steps. it’s satisfying, it’s clean, and it quietly teaches you that advancement looks like accumulation. more skills, more power, more options.
then there are roles. you pick a class, and with it comes a shape. a function. a place in the party. you’re the one who deals damage, or the one who heals, or the one who solves problems in a specific way. even when players stretch those roles, the baseline is still there, guiding expectations, both your own and everyone else’s at the table.
and above all of that, there’s structure. a center of gravity. the gm holds the world, the rules, the flow of play. they present, you respond. they decide, you react. it’s not rigid, it can be collaborative, but the default orientation is clear. authority sits somewhere, and players learn to orbit around it.
none of this is inherently limiting. in fact, it works really well for the kind of game d&d is trying to be. but taken together, these patterns start to form something bigger than just mechanics. they become habits. instincts. assumptions about what play is supposed to feel like.
so when you move to another system, or even just imagine a different kind of table, you’re not starting from zero. you’re carrying all of that with you. the way you approach conflict, the way you think about growth, the way you understand your place in the group, it’s already been shaped once.
and that first shape is hard to unlearn, mostly because you don’t realize you learned it in the first place
so let’s be clear about something before this turns into the wrong kind of argument. d&d works. it’s fun. it’s robust, flexible, and it’s carried a massive part of this hobby on its back for decades. none of this is about taking that away from it.
the question is timing.
what happens when something that strong becomes the first thing you encounter? not one option among many, but the thing that defines the starting line. because when that happens, it becomes the reference point for all of them.
you don’t just play other games, you compare them. you measure them against what you already know. “this feels lighter than d&d,” “this is less structured,” “this doesn’t have enough progression,” “where’s the combat?” even when you’re trying something new, you’re still looking through the same lens.
and the longer that lens stays in place, the harder it is to notice it’s even there.
that’s the part that gets overlooked. it’s not about whether d&d is good or bad at what it does, it’s about what it does to your sense of what’s possible when it arrives first. because first impressions don’t just stick, they anchor. they set a baseline, and everything else gets read as a deviation from it.
so it’s worth asking, not in a dramatic way, but in a practical one. what would it look like if d&d wasn’t the starting point? if it came second, or third, or somewhere down the line after you’ve already seen how wide this space can get?
maybe nothing changes. or maybe everything does, not because d&d is different, but because you are when you get to it.
so… should it be the first encounter?
not in a rhetorical way, but genuinely. should d&d be the first thing most people run into when they enter this space?
on one hand, it makes sense. it’s accessible, or at least more accessible than most. there’s infrastructure around it, people to teach you, content to watch, a shared language you can quickly plug into. it offers stability. you’re not walking into something completely unknown, you’re stepping into something that already has shape, support, and a clear way to start.
but that same stability comes at a cost.
because the more familiar the entry point, the less likely people are to look beyond it. exploration becomes optional, something you do later if you’re curious enough, instead of something built into the experience from the beginning. diversity exists, but it’s positioned as a branch, not the root.
and that’s where the tension sits. accessibility versus diversity. familiarity versus exploration. stability versus experimentation. none of these are inherently better than the other, but the balance right now leans heavily in one direction.
so maybe the question isn’t about replacing d&d as the first encounter. that’s probably unrealistic, and maybe even unnecessary.
maybe the point isn’t to replace anything, but to rethink how that first step is shaped. right now, first encounters tend to happen by default. you get invited, you follow what’s available, you enter through whatever door is easiest to find. there’s nothing wrong with that, but it also means the experience is rarely intentional.
what if it was?
what if first encounters were a bit more curated, not in a gatekeeping way, but in a way that actually reflects how wide this space is. instead of starting with one system and branching out later, you get a glimpse of different rhythms of play early on. a session that leans into narrative, another that plays with structure, something that shifts how authority works at the table. not to overwhelm, but to signal that there isn’t just one way to do this.
because right now, onboarding into ttrpgs feels standardized even when no one is trying to standardize it. there’s a flow people fall into, a pattern that repeats itself. learn the rules, build a character, follow the adventure, level up. it’s clean, it’s effective, but it also quietly narrows the frame.
reframing the first encounter doesn’t mean removing that path, it just means placing it alongside others from the start. let people see the range before they settle into a preference. let the introduction feel less like an initiation into a single system, and more like an invitation into a medium.
or….
maybe the real shift doesn’t actually happen at the first encounter. that moment is important, sure, it gets you in the door, gives you something to hold onto, something to recognize. but it’s also limited by design. it can only show you one version of what this thing could be.
it’s the point where you realize that what you experienced first wasn’t the way, just a way. when something feels slightly off, or unexpectedly different, or even uncomfortable because it doesn’t follow the same rules you’ve internalized. that friction is where things start to open up. not because one system replaces another, but because you begin to see the space between them.
if everything gets filtered back into that first framework, the experience narrows again. but if you let that second encounter stand on its own terms, even just a little, it changes how you approach everything after. you stop asking whether something fits what you already know, and start asking what it’s trying to do instead.
the first encounter gets you in. it gives you a shape, something to recognize, something to hold onto. but it’s only ever one version. the real shift happens later, when you run into something that doesn’t quite fit. different pacing, different structure, different expectations. it feels off at first. that’s the point.
that moment, when you realize the first way wasn’t the only way, that’s where things open up. because from there, you have a choice. you can keep filtering everything back into what you already know, or you can let it stay unfamiliar for a bit and see what it’s trying to do. one path closes the loop. the other expands it. and that decision shapes everything that comes after.
the first encounter introduces you.
the second one decides whether you stay curious.



Great article and, for me, the nerve point was - "once something becomes the default, it stops feeling like a choice".
I think, that the issue you point here is much more than a TTRPG issue, it's a cultural issue.
I believe a experimentation can be done. One day to exploit 3 to 4 different systems, one after another. Each table switch with another, and grt a feedback, at the end, from each group, and see if different first encounters system get a different feeling at the end.