Showing posts with label Session Zeros. Show all posts
Showing posts with label Session Zeros. Show all posts

Caught in Galen's Baby Steps


The Caught in Galen campaign is officially underway. Last time I updated you all, we were about to partake in an altogether session zero; that went well. We discussed what Caught in Galen should and should not be, established starting variant rules, and built pieces of the world and characters in real time. After that, we played sessions one, two, and three of the campaign. The first session was held online and the next two were played in person. Every session so far has blown away my expectations. These players are phenomenal and are sincerely enjoying the baby steps of Caught in Galen. From socializing with a stern but respectful with a massive blue mohawk, to battling a small horde of varied (human, halfling, elf, dragonborn, genasi) zombies in a tight hallway, everyone has had a stellar time.

Let’s dive into each of the sessions and see if there’s anything interesting to gleam from them. Linked will be the notes for each session I prepared beforehand. Be careful, though, this campaign has already seen lots of improvisation and tons of tossed notes: just how I like it.

If you want to follow along with the campaign, week by week, check out the Caught in Galen Campaign Compendium. It has all the NPCs, session summaries, and information about the party, among other things, inside of it.

Session 0: Welcome to Galen


After a one-on-one session with each member of the party, this was the third time everyone was getting together. At this point, we’d already played two prologue sessions, so people were familiar with each other, but not “friendly.” During this session zero, we overviewed the many variant rules we’d be using. One by one, we eliminated or approved rules, discussing why or why not they’d improve the atmosphere or fun at the table. Of the nixed rules was the vile and extended lingering wounds chart. The wounds of these chart included losing a leg, losing a few fingers, getting an ear chopped of, and having a stomach cut open, among other terrible inflictions. Altogether, we decided we did not want to begin with this table, especially since the enemies rolled so many more times against the characters and had many more opportunities to “gift” the characters with these horrendous wounds. Overall, I agreed. Instead of this, we instilled a different rule that punished going down: every time a character went down and was raised using healing, they were to gain a level of exhaustion. This, ideally, would make combat more punishing, encouraging characters to be strategic and manage their hit points intelligently.

After the variant rules, I asked everyone what they wanted the campaign to be and what they did not want in it. The former we all agreed upon, the latter was left rather blank; everyone in the group was mature and understood any touchy subject included in the campaign (slavery, torture, explicit romance, etc) would be included because it was important to the story. Everyone understood I as a storyteller was not gratuitous or out to hurt the players in my game. We closed the session zero with a discussion of what the players wanted to see and a growth of the characters. I asked them a variety of questions such as: what monsters do you want to see?, where do you want to go?, and what artifacts might be found? They all loved it, and I am eager to include their suggestions in the campaign. Suggestions included astral giants, eldritch horrors, previous player characters, and places from past campaigns. As for the character building, that was by far the shortest part because most of the character backgrounds were already made and ready to go. It was simple and quick, and nicely led into the first session of the campaign, titled Let the Guilty Rise.

Welcome to Galen was the culmination of all the session zeros and prologues. This was, by far, the most “pre campaigning” I’d ever done for a D&D campaign, but I think it was well worth it. The prologue sessions allowed the players to feel out each other and interact before the campaign began, as well as get introduced to the world and first villain of the campaign personally. Alongside those, the session zeros allowed me to understand each player and character, what was important to them, and how to tie them into the main plot well. It all worked out. I completely understand people who state that it’s too much, why would I do this, or that I’m insane for playing this much before a campaign. I’ve played campaigns with zero prep, a bit of prep, a decent amount of prep, and then this. So far, since I had the time (thanks, COVID-19) I like this method. In the future, though, I have a feeling (with kids & such), I will not be able to do this. Regardless, it was great and was a unique way to kickstart a D&D campaign.

Session 1: Let the Guilty Rise


Caught in Galen’s first session was a bloody success.

Here are its notes: https://docs.google.com/document/d/1Pp3jdPVNFii829rUxZvUfMvQbtdQeKgHiqKZMd8sDtk/edit?usp=sharing

All of the characters met outside a grand tower amidst a violent, artificially created lightning storm. Some of them already knew each other, either from brief meetings or the shared dream. Eventually, they made their way into Coresaw’s Tower, led by a respectful and serious dwarf with a bright blue mohawk. Inside, they spoke at great length about conflicts boiling in Galen and Vorici’s Rest, and individual rewards to each of the party members were they to help the Coresaw brothers: Andhere and Esegar in secret. The party and the brothers came to an agreement when explosions shook the tower and spread a foul, thick blood fog inside and around it. The group fought to stay up but the world went dark; unable to fight back, they saw Andhere and Esegar taken by a vile half-flesh, half-warforged creature. When they woke up, they discovered undead were now rampant in Coresaw’s Tower. Determined to break out, they began their descent down the tower and made an ally in a raucous halfling fighter named Preston Fairfields.

This session went great. I tried to improve on callbacks during it, and was able to make quite a few: references to past characters in the campaign, backstories, and even old campaigns. It contained all three pillars of D&D: combat, exploration, and roleplay, from the battle with an acidic half-orc zombie to the discovery of an arcane-trapped chest. For a brief moment, I did steal agency from the characters to set-up the opening arc of the campaign with the deadly fog — I scarcely do that. Afterward, I asked them how they felt about it and I received a positive reaction: they felt helpless and now despise the creature — Varmin — that took the Coresaw brothers. That’s an absolute success in my eyes.

Session 2: Guided by Blood


I’ve never had a deadlier second session than Guided by Blood.

Here are its notes: https://docs.google.com/document/d/1Ta9hgwUJCKHm0663wJswJz8B_MibRtbj6U38pENyS80/edit?usp=sharing

With the halfling fighter as their guide, the party explored the horrific Coresaw’s Tower. Dead guards, undead, annihilated chambers, clues to how the tower was ruined, and torn art pieces were what they found, until nearly finding the secret door to the main level. In a single file hallway, they fought a bloody battle against zombies, skeletons, and a ghast captain named Glory — the husk of a former paladin. They were outmaneuvered by the ghast, surprised by reinforcements, and surrounded, causing four casualties. Luckily, using speed spells and barricades, they managed to lock themselves in a chamber, away from the undead. In the chamber, they planned a way to escape and met with a goblin named Xing, someone who’d already been acquainted with one of the party members: Flux. Conversations between the party and the goblin were heated, but their singular goal remained the same: escape Coresaw’s Tower alive.

The majority of this session was a deadly battle in a tight corridor and a large dining hall. Two characters nearly died and two others were making death saving throws. However, it was a situation they put themselves in, and I’m proud of what happened. They knew I was going to be more tactical and throw smarter foes at them — this was choreographed in game and out — they should have seen it coming (in fact, one of them did). Most of the party thoroughly enjoyed the battle, both during the session and after it — I could tell by watching but I asked them about it as well. They also loved that one of the PCs from the prologue, Glory, was an enemy in the campaign; they were prepared to take him out. During this session, I wanted to improve on chase encounters, but that’s not what happened! Instead, it turned into a tactical meat grinder where undead awaited the party on all sides and they had to push their way out of a terrible situation. They succeeded.

Session 3: Deal or Death


Already in the third session of the campaign, I pulled the famous “throw away all your notes” show as the Dungeon Master.

Here are its notes, though they don’t show anywhere near the whole story: https://docs.google.com/document/d/1K8ZcXY59zvxuuwmSVwJtclU_L-f1G7-je-e929flyFQ/edit?usp=sharing

Barricaded in a wide chamber with a massive broken window, the party hatched a plan: Flux would channel divinity from Moradin and create a 500 foot long ladder to scale the tower while Roy and Ignis steadied it against the stone. Meanwhile, Jason, Luna, Xing, and Preston would guard the blocked door. It was an insane but possible plan! As an hour passed by, Glory tried to parley with the group for Flux, the warforged was all Varmin wanted now. The group refused and, as the ladder was finished, Glory sent undead to break through the barricades. Roy and Ignis stayed to guard the party, shoving stone pedestals down a long staircase at a zombie minotaur and other undead creatures. The rest of the group climbed down the harrowing ladder, dodging clouds of crimson fog and escaping near falls in dramatic fashion. Ignis and Roy fought in a truel with Glory; Roy eventually pushed the ghast out the window, sending the undead paladin to his ultimate death. As the group reached the bottom of the ladder, they were surrounded by the press of Galen and bombarded with questions. They quickly broke off from each other and the press, leaving Preston behind, promising to meet at the Faded Ember Inn at nightfall. Flux and Xing went to his smithy. Luna went to the Temple of Anubis to meet Hermione, then to the Pale Glow Headquarters to try and get her job back. Ignis met in secret with Shishotile, his Trikaani Assembly informant. Roy made way to the Faded Ember Inn immediately and passed out in its owner’s arms. Jason spoke with Athelmod Coresaw, the guard captain, and traveled to the Sapphire Climb to meet with Crizendomon, learning a dark but useful truth. In the end, they all headed to the Faded Ember Inn…

Another great session! I did not expect it to go the way it did. About five minutes in, I tossed my notes to the side and asked the players to bring it on. Miraculously, I made the ladder encounter interesting, as well as the interaction between Roy, Ignis, Glory, and Glory’s necrotic falchion. When they made it out of the tower — way earlier than I expected — they spoke with a variety of people and split off to different areas of Vorici’s Rest. Everyone took it quite well; I gave everyone rather equal time (except Roy, who passed out quickly) and attention and ensured everyone was okay with splitting the group like this. I suppose I should have expected that if they’re in a city with so many opportunities before them, they were likely to split. As long as they reunite quickly and everyone is having a good time, I think it’s okay. Regardless of this split, everyone thought this was another stellar session and a good way to end the campaign for a week’s time.

In Summary


I am incredibly pleased with how Caught in Galen is going. As we head into this one week break (I am heading up north for a few days), everyone is eagerly awaiting the fourth session: Beside Faded Embers. I expect this session to be the first without any combat, a slow and steady three and a half hour of roleplay and exploration that will include an encounter with one of the early antagonists of Caught in Galen, their name not revealed because my players might be reading this. I’m ready to go, to keep improving, and to continue developing the already interesting and in-depth story of Caught in Galen.

Until next time, stay creative!

Eager for more RJD20? Begin here, subscribe to the RJD20 newsletter, and explore RJD20 videos on YouTube.

Check out Villain Backgrounds Volume I, a supplement that crafts compelling villains.

Please send inquiries to rjd20writes@gmail.com.

Galen's Final Session Zero is Near


Tomorrow, I’ll be running Caught in Galen’s final session zero. It’s an altogether session during which me and the players will establish certain rules about the world and the game, build sections of Galen that are wholly unknown, and flesh out aspects of the campaign they want to see. Between the last Tales of Galen article and now, I finished a year and a half long D&D campaign, the Karlith Straits, and ran multiple session zeros, some one-on-one, one other an experimental session that took place entirely in a dream.

The campaign hasn’t officially started, but I already know it’s going to be great.

The preparation has slowed down as it draws nearer and nearer. I have the opening moments of the first session prepared, as well as a broad layout of the campaign and its villain ready-to-go, but that’s it.

Those three things are incredibly important to have for a campaign’s start: the opening scene, a broad layout, and an idea of the primary villain.

You really want to grab your players during the kickoff of the campaign. That’s something I’ll be exploring very soon.

You want to know how the campaign might play out. What would happen if the characters weren’t there? Now that they’re going to be joining in, what might happen? How do their backstories relate to the main plot? Are they the main plot? With Caught in Galen, I’m really trying to incorporate the backgrounds of the player characters into the high level story we’ll be telling. I hope it goes well — I really think it will.

You need to know, generally, who or what the villain will be. Are they a singular entity? Are they a cult? A mercenary group? A god? How do they relate to each of the characters? How can I foreshadow them in the campaign’s opening moments? Lots can change between the first session and the campaign’s conclusion, but conjuring an image of the antagonist is important. It can help you set a tone for the first few sessions, the first threat, and make you look like a genius when all the pieces are placed together perfectly. It doesn’t matter if the pieces started out that way or were made along the way. All you need is that initial segment of the puzzle to build on. That’s what the antagonist should be.

Hopping over to the experimental session zero...it was amazing. Me and three players went through it and they all had a blast. Their characters met in a dreamscape, brought together by some unknown entity, and braved extreme environments. And, of course, they met an important individual, the catalyst of the entire campaign, the human who was assassinated: Calastis Starcloak. What are the implications of that?

Well, we’ll have to see.

I’m excited for the final session zero tomorrow and the awesome first moments next Thursday. Caught in Galen, I’m certain, will be my greatest campaign yet.

Until next time, stay creative!

Eager for more RJD20? Begin here, subscribe to the RJD20 newsletter, and explore RJD20 videos on YouTube.

Check out Villain Backgrounds Volume I, a supplement that crafts compelling villains.

Please send inquiries to rjd20writes@gmail.com.

The Most Important Parts of D&D Session Zeros


Before beginning a Dungeons & Dragons campaign, it’s important to hold at least one session zero. During this prologue session, the Dungeon Master should collaborate with the players to mold the world to them, their characters to the world, and the characters to each other. However, before running this group-wide session zero, there is another type of session that can greatly contribute to the success of the campaign: one-on-ones. This type of session zero is held between a single player and the Dungeon Master. During it, they collaborate and create the player’s character and introduce the character to the world.

Group session zeros and one-on-one session zeros are stellar ways to ensure the success of a D&D campaign. As I am in the process of beginning my next D&D campaign, a campaign I want to be the best I’ve ever run, I’m taking the opportunity to gaze back at the lessons I’ve learned from campaigns past. The following sections explore the most important parts of each type of session zero, as well as what to avoid when running them. The focus is on one-on-one session zeros because I already wrote an article about group session zeros long ago.

One-on-One Session Zeros


A one-on-one session zero is similar to a question and answer session between a player and Dungeon Master, followed by a brief escapade into the world the player’s character will be playing the campaign in. Before holding it, the player should have an idea of the character they want to play. Knowledge about the character’s class and race is necessary, but anything further than that simply soothes the process.

In the session, begin with a question and answer portion. The Dungeon Master should begin with surface level questions about the character, information that gives away little to nothing about their motivations. During this time, the DM and player should spar back and forth, the DM representing the world and the player representing their character. Together, they build the character and connect it to the world, piece by piece, story by story. Potential questions are:
  1. Who are you?
  2. Where are you from?
  3. Where do you live?
  4. Do you have a profession? If yes, what is it?
  5. Are you friendly with anyone nearby? Give them a name, a description, and a personality.
The next step is prying the character open. The DM should ask questions that reveal more about the character and its relationship to the world and the campaign’s initial plot. This makes the player think about their character’s thoughts about the world and the world’s thoughts about their character. Unknowingly, they’re making their character deep and complex, something Dungeon Masters usually enjoy. Potential questions are:
  1. Why are you in ?
  2. How has affected you?
  3. Who do you love?
  4. Do you know anyone who wants you dead? Give them a name, a description, and a personality.
  5. What is your short term goal?
  6. What is your long term goal?
  7. Who is your patron deity? Why?
To close the question and answer portion, let the player tell you anything new or ask you anything else about their character and its background. If you have anything else to add, go ahead and do so.

With the questions and answer portion concluded, the next step is to run an actual but brief session of D&D between the player and DM. This is the character’s first foray into the campaign world. Here, actions matter. But what actions should they take? These type of sessions are meant to let the players discover what it’s like to play their characters in front of a single person, the Dungeon Master, and see how they react to the world around them. As the player becomes accustomed to their character, it’s the Dungeon Master’s job to weave together and interesting opening plot. Remember the nonplayer characters you created with each player during their session zero. For each one-on-one, drop an NPC made by another player into that player’s session zero. Ian might create an arrogant half-orc cleric named Zaburk during his Q&A session, but I can use the half-orc in Jessie’s one-on-one actual play session.

Without even touching or creating a plot, these characters have a connection despite not knowing each other. Unless you plan on starting a campaign with the party being aware of each other, perhaps even adventuring together already, these loose connections are vital. On top of them, you can sway them all toward a unifying opening scene or goal of the campaign. End these actual play sessions on a strong note or a cliffhanger, leaving each player wanting more but surely knowing where the next session — the first session of the campaign — will begin. They may know where everything kicks off, but they won’t know how.

Somewhere in this section, make sure to include one combat, one social interaction, and one exploration encounter. The combat allows the player to feel out their characters combat skills and gives you the opportunity to give the session stakes. They need not be death, but they could be the respect of a rival, the possibility for a lesser magic item, or story to boast about to potential companions. The social interaction gives the player a chance to interact with the people of this new world, to see how they view it, and how others receive their character. During this interaction, try to sneak in some foreshadowing about the campaign’s opening moments if you can, but don’t fully spoil them. The exploration lets the player make an evident impact on the world, adding a piece of detail that wasn’t there before. Let them create a ladder leading to the rooftop of the inn, a guard outpost just down the street, or a backdoor to a large apartment complex. Here are the notes for one of my latest campaign's session zeros. They might help!

As I mentioned before, the one-on-one session should conclude in a satisfying way that sets up the beginning of the campaign. The player should know where the campaign will begin, but not how it will begin. They might be going to meet a shady confidant, a notable merchant, or a desperate brother, but they don’t know how the encounter will play out or how they’ll meet their eventual party members. The unknown is part of D&D’s excitement, hinting at what it might entail is fine and often rewarding; revealing it completely is a poor move.

Group Session Zeros


Group session zeros are when the Dungeon Master and players all gather to discuss the campaign as a whole, flesh out the world a bit more, and possibly connect their characters. It’s a preface to the rest of the time they will be spending together, an opportunity to learn more about each other and the world before they dive head first into a grand adventure. I explored this topic in an article a few years ago, so I’ll link it here. If you want a summary of it, here you go:
  1. Before meeting as a group, talk to each player privately. This is accomplished in the new system I propose, running one-on-one session zeros with each player. During them, build the character, connect them to the world, and get a sense for what the player wants from the campaign.
  2. Come prepared. This goes for both players and Dungeon Masters. Players should bring their character sheets, dice, knowledge about their character, and an excitement to create and contribute to the campaign. Dungeon Masters should arrive with information about the setting, all the proper materials, and a sharp, open mind.
  3. Hold a group discussion about the campaign’s focus. The group should talk about what they are open to and what they aren’t, mostly about what they aren’t. Do you want a sandbox or an on-the-rails campaign? Do you hate exploration? How gory can combat get? Are revolting and sensitive topics like torture or slavery allowed? Iron all this out during session zero and ensure no one is afraid to have a voice.
  4. Establish the setting. If the players aren’t already accustomed to the setting, ensure they are. Give a brief description of the area and its surroundings and talk about iconic individuals. Introducing six truths as described in Sly Flourish's Return of the Lazy Dungeon Master is a great idea as well. Creating trinket tables unique to your campaign is a stellar idea as well, one I love to use every campaign.
  5. Allow the players to contribute to the campaign. Finally, the Dungeon Master should ask the players a few questions about the campaign and world. What’s a creature they’d like to face? What’s an item they’d like to see? What’s a plot twist you think would be interesting? What’s a location of wonder in the world?
At the end of the group session zero, make sure everyone’s characters are ready to go for the first session of the campaign. Double check the character sheets are filled out, clean the dice, and prepare everyone’s minds to immerse themselves in a world of their own design.

In Summary


The weeks leading to a new campaign can be used to ensure the campaign is as fun and epic as you want it to be. Pay attention to the most important parts of session zeros: connecting the characters to the world and each other and ensuring the players are excited about what the story the campaign will tell. Take the following actions to do so:
  1. Run one-on-one session zeros with each of your players. The first part of each should be a question and answer session about the player’s character. The second part should be an actual play segment in which the character explores the world for the first time and the player becomes accustomed to their character.
  2. Connect each player character to each other during their session zeros. Use NPCs one player made in another's session zero and ensure everyone's session zero ends in a manner that will unite the entire party come the first session.
  3. Hold a successful group session zero. Together, your group should talk about what they want from the campaign and contribute a few pieces to the world. This ensures the campaign has the legs to last.
Building our campaigns with session zeros in mind makes everything better and easier. We get a glimpse into our players’ minds and allow them to contribute to the campaign and world before it begins. This not only gives us ammunition to use in the campaign’s early moments, it ensures the players — and their characters — are connected to the campaign the moment it starts.

Until next time, stay creative.

Eager for more RJD20? Begin here, subscribe to the RJD20 newsletter, and explore RJD20 videos on YouTube.

Check out Villain Backgrounds Volume I, a supplement that crafts compelling villains.

Please send inquiries to rjd20writes@gmail.com.