Any advise for the first sessions of a new campaign?

creamsteak said:
1) Do you start the group within some finite grouping (friends from the same town, bar goers from the same tavern, members of the same religion, etc.), or do you let the group make that decision on their own? Do they make that decision before they start playing, or do the players come together through play? What works better and why?

2) Should you put any strictures on what classes (and races) the players need or use? Do you let players play whatever they want (within confines of logic and reason), or do you try and control groups ("I need at least one fighter-type, someone who can heal, a rogue, etc.")

3) How do you handle players that either streamline the other players onto their own quests, or those that try to avoid being dragged along with the group? Do you work with it, or do you try to remove it?

I've only run once, and that was a while ago (I enjoy playing far more) but I've gamed a zillion times... and I live with my favorite DM (he's my S.O.), so I can offer advice on what he does, and my experiences from years of gaming.

1) There are several ways you can handle this:
a. Ask for character backgrounds before play starts. Several of the DMs I run under have done this. 1 of them insists on character backgrounds before you even role up the character. Doesn't have to be anything fancy, just something to get a feel for the character.
B. Pick a place you would like to start the campaign, and inform the players. When I ran, I told the players "We are starting in Waterdeep.... give me a character background, and a reason for you to be there. If you can't think of one, or need feedback, let me know and I'll be more than happy to work with you." It worked just fine, and I was able to work with the players to help set their characters in the world. I think that it made running easier as well, because I already knew the characters.
c. Let the players pick their own relationships with the other PCs. I've been in groups were we were all related or friends before the "Big Adventure" to groups where we were all strangers thrown together by circumstances. In my experience, you have the same triumphs and failures with all different types of groups (as far as PC to PC relations). However, in games where we as players were "forced" by the DM to all know each other (or not, as the case may be) it didn't work as well. Nothing major, but no one likes to be forced into a certain way, even if it is one she would have chosen anyway.

2.) Generally, what I have noticed works best is letting the players choose thier own races and classes... within reason. If you are starting the game at 1st level, PHB races are probably best... higher levels, probably allow a little more leeway. As for classes, I for one, hate being told "This is what we need, split them up between you." If you decide that you really need, for instance, a sneaky type, mention it. For instance: "It would probably be a good idea for someone to play a sneaky character for what I have planned, at least as first." Although, most of the DMs I have played under will create a NPC of the needed class if the party is lacking in an area.

3.) Hmm... this, I can't help on. When I ran, I insisted on group cohesion - I basically told my players (who were the same group I gamed with in under other DMs) "Look, I'm a new DM, and we are all notorious for strong-willed characters... but please, for the sake of my sanity, play characters just this once who will work with a group? At least until I learn a little more about running?" (It got a laugh, and worked perfectly).
 

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Sir Whiskers said:
I used a variant of this idea (I don't know the original author):

IT WAS ME!! :D That just made my day, Sir Whiskers. It is always so cool when I found out that one of my ideas was well received.

As to the OP:

We always make characters at least a week in advance of the first game session (usually earlier than that) so the DM can incorporate backgrounds and tailor the adventure a bit. We have essentially developed three "rules" for character development:

1) You are STRONGLY encouraged to have ties with at least one other character. At very least you should not make a character who's style forces or encourages you to be a loner. If you do, feel free go off alone while the rest of us participate in the adventure.

2) You should have a reason to be adventuring. If you make a nihilist who doesn't care or a coward who is afraid of going into danger, feel free to stay at home and eat bon-bons. The rest of us are going to go smite some evil or something.

3) DON'T make a character who can't get along with the rest of the party or it's prospective members. Making a Dwarf whose motto is, "Elves? I hates em' and kill em' on sight!" is the fast track to the rest of the party killing or abandoning your character at the first opportunity.


After that, my recommendation is to throw the party immediately into the action, but not into the most challenging of circumstances. Remember that they haven't played together yet and probably don't have their tactics worked out to the point where they are "greater than the sum of their parts". If you are not fond of having your first words of the first session be, "Make a Reflex save." then at least give them a clear path to their first adventure. This is the one part of the campaign where I come down clearly in favor of a bit of railroading. As long as you don't make the railroad too long and too heavy handed, nobody should mind.

Good luck.
 

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