What to Bring to a Learn to Play?
Chronicle

Let us deal with the anxious question first, because we know it is the one you actually came here with.
You do not need to bring anything. No dice, no books, no rules knowledge, no character, no costume, no clever voice. Turn up with yourself and we will handle the rest. That is what a learn to play is for.
Everything below this line is optional. Everything after the kit list is the part that matters.
The kit list. There is one. Kinda..
One day you may want your own gear. It is a nice feeling, buying your first set of dice. But for a learn to play, here is the honest breakdown of what a player eventually owns:
A set of polyhedral dice. Seven of them. We have spares, and someone at the table always has more than they need.
A pencil and an eraser. Pencil, not pen. Characters change.
A character sheet. We will have one printed and filled in for you.
A water bottle and a snack. This is genuinely the most useful item on this list.
Something to take notes on. A phone works. A scrap of paper works better.
That is it. No player has ever been turned away for not owning dice, and nobody at our tables has ever counted whose dice are whose.
Now the part that actually matters
What you bring to your first session is not equipment. It is a posture. Five things, and none of them cost anything.
Bring permission to be new
You will not know what a saving throw is. You will forget which die is the d20 for the first hour. You will say "I attack it" when we are still in a conversation with a shopkeeper.
All of this is completely fine. Every single person at that table was exactly this new once, and most of us are still asking rules questions years later. Asking is not an interruption, it is how the game gets taught. The only genuinely awkward move is sitting quietly for three hours because you were worried about looking lost.
Bring a willingness to say the thing out loud
The hardest part of a first session is not the rules. It is the moment you have an idea, decide it is too silly, and say nothing.
Say it. Roleplay is not performance and nobody is grading your accent. "I want to check if the door is trapped" and "I want to ask the guard about his dog" are both complete, valid, excellent contributions. The silly idea is very often the one that makes the session.
Bring curiosity instead of a plan
You do not need to optimize anything. You do not need to have watched a hundred hours of actual play or read a build guide. Approach the session the way your character would approach a strange room: poke it and see what happens.
The most fun new players we have hosted were not the ones who arrived prepared. They were the ones who kept asking "can I try...?"
Bring generosity towards the other players
This is the quiet skill that makes someone a great player within one session, and it is a mindset, not a technique.
Pay attention when it is not your turn. Build on what the person next to you just did. Ask the shy player what their character thinks. Let someone else have the cool moment. A table where everyone is doing that is the reason people keep coming back for years, far more than any story we could write.
Bring your comfort, and the right to protect it
You can say no. You can step out for five minutes. You can tell us a topic you would rather not have in the game, before or during the session, and we will simply move around it. No explanation needed, no questions asked.
This is not a footnote to us. A table where people feel safe is the entire point of the exercise, and that is on us as hosts as much as it is on you.
What to leave at home
The idea that you might ruin it. You cannot. There is no wrong move that breaks the session. Your character might die, your plan might collapse, you might roll a natural 1 at the worst possible moment. That is not failure, that is the good part. The best stories at this club came out of things going badly.
The pressure to love it immediately. Try it once. If it is not for you, that is an entirely reasonable outcome and no one will be offended.
Roughly how it goes
You will arrive and probably not know anyone. Someone will hand you a character sheet and walk you through it. We will explain roughly three rules, which is genuinely all you need to start. You will roll a d20 and someone will tell you whether that is good.
Then the game starts, and about twenty minutes in you will stop thinking about the rules entirely and start thinking about whether to trust the man in the doorway. That is the moment. That is what the whole hobby is.
So: dice optional, snacks encouraged, open mind essential.
Come and roll with us. See you soon!