Hey Jim! Welcome to the forums!
I'm Hawk, aka Mike, and have been playing True Dungeon for a few years now. Glad to hear you are giving True Dungeon a go at Origins!
So the way True Dungeon works is that there are 12 classes to choose from, and you can't double up on any one class. Everyone chooses a different class, and there will only ever be a max of 10 used.
From my own experience, the most commonly snatched up classes are the fighting type classes - Barbarian, Fighter, Dwarf Fighter, Monk, Paladin, and Ranger. These classes will always be involved in combat, which is done with sliders on a shuffleboard type mini-game. Most players really like combat sliding, so the combat classes go quickly.
The second most commonly snatched up classes I have seen are the heavy spell casters - Cleric, Wizard, and Elf Wizard. These classes will also be involved in combat, but they'll more likely be casting spells off their character card instead of sliding, though the Cleric sometimes mixes it up on the shuffleboard as well. There is also a Druid class that can cast spells but the Cleric, Wizard, and Elf Wizard are usually picked up before the Druid, again speaking from what I've seen.
Then you have the two more or less specialist classes, the Rogue and the Bard. The Rogue will have opportunities to play a sort of carnival type coordination game that is a cross between the buzzer game Operation and an escape-the-maze puzzle to open special Rogue boxes to pick up either treasure or a clue that could help solve a puzzle in the room. They can also try to sneak attack monsters for extra damage, or even do a maneuver called Flanking where they place their slider puck somewhere down at the end of the board to help other sliders. The Bard gets Bardsong, which provides the entire party with attack and damage bonuses, and they can try to make a Lore check on a monster to learn something special that may help the party defeat it. They also have a small selection of spells they can use.
Now, I always tell new players that they can be any class they want, but if they want the most bang for their buck they should probably start out in a combat class. Everyone contributes during puzzle rooms, but the combat rooms give you the opportunity to play the slider shuffleboard game, and the combat classes are really built towards that from the start. Every class can participate in combat, but being one of the fighter types sort of puts you in the spotlight.
I've been playing Bard class pretty much since I started, mostly because at the time I had bought the last ticket to my first True Dungeon events, and everyone else had picked the other classes!
This was okay by me though since I wanted to try the Bard out anyway and since no one else wanted to be the Bard, Hawk Fingle was born! In that time since I have managed to pull together a pretty impressive Bard build that helps out the entire party in some pretty awesome ways.
The usual etiquette here on the forums is if the slot is being organized here then it is first come, first served. That is based on one person buying out the entire run of ten spots, though. With Origins, things have been less stressful with ticketing, and since no one had posted up the slots I figured I would put up the ones I had to see if anyone else was out there. Most experienced players like to make their party class choices ahead of time to help keep things organized before they get into the coaching room and to help avoid arguments over who is playing what.
If you have your heart set on being the Bard, I can try and pull together an alternate build. My specialty is Bard but I'd rather new players play what they think would be fun for them. Maybe it's time for me to look into another class build for a change.
I'll add you and your friend to the roster, and let me know what class each of you are strongly leaning towards. You have plenty to choose from being the first responder to the thread. Don't take too long though or someone else might post and snipe your class. Like me.