Does anyone have any experience with running campaigns starting at level 0, or where the adventurers start as commoners?

Gavin O.

First Post
I'm working on a campaign where the adventurers start as commoners, who are dropped in a forest full of danger when the carriage they were riding in is ransacked by werewolves. I want the players to start weaker than a first-level character would be, to reflect that fact that they're not really adventurers and haven't learned how to fight. After the first session or two, after a few days or weeks of trying to survive, they can choose a class that reflects the fact that they've gained skill as an adventurer in the forest. First of all, do you think it's a good idea to do something like this, or should I just start my players off at level 1? Secondly, should they start as some generic "commoner" class with no abilities and get to choose a class later, or should they start with their classes but at level 0, with their proficiencies but no class features.
 

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Slit518

Adventurer
Actually, I do! A few friends and I started a campaign on Roll20 where we all started out as commoners. We gave ourselves backgrounds, what we did, etc...

It was a rotationary DM game, so at the end we would roll to see who the next DM was. Well, when the story was appropriate we all picked classes for our characters. BUT, the classes had to be similar to things we actually did while playing the couple sessions at level 0, and it was discussed among all of us.

The way we solved it is they get 4 HP at level 1 + Con mod. Their first level in a class will replace this later.

They have a 1 Proficiency mod. They know any skills/languages/tools from their race and background. They have weapon proficiency in Wizard's weapons, which I believe is the smallest, simplest selection.

Starting equipment/money was based on background. We also had jobs though which earned us income. My character was a coal miner, another was a church hand, another looked after an old temple, and a third was a scrounge.

The level 0 aspect of it was real fun, and great for roleplaying.
 

I ran a pre-made level 0 adventure called "Treasure Hunt," though it was made for second edition, it translates pretty easily for 5E. It was fun, since everyone was just a commoner, caught and then awaken on a slave ship with no idea where they are.

It was also neat that the actions a player made in the game would specify what class they may be later on in the game when they level up to 1.
 

jgsugden

Legend
It can work - but it doesn't add much to the game. 1st level adventurers are not terribly strong. Making them all generic commoners makes them all feel a bit similar and flat - although a player gaming the system might choose a race with a relatively strong racial ability like human variant and might end up being too strong for the battles you've balanced for a bunch of commoners.

What you might do is have them build 1st level PCs and then explain they are novices still - so you're removing a key feature from each PC. Druids, clerics, wizards and sorcerers have cantrips, but not spells. Fighters do not benefit from their fighting style. No sneak attack for rogues. No rage for barbarians. Etc.... Allow them to gain the extra abilities of their class after the suitable time you decide upon.
 

Hjorimir

Adventurer
I really wanted to do this, but there were tears from some of my players. We're getting ready to start a new game and the DM is starting us at 1st level. I'm excited for it. Low-level play can be a lot of fun.
 

It is how quite a few fantasy stories begin - Druss the Legend for instance - a farmer whose wife is kidnapped by slavers goes on to become legendary fighter.

I have tried this type of thing once, but without the characters going off to learn their skills had to come up with how they gained there 'powers' however limited quickly. Which in my case was they found a place where the spirits of ancient heroes were bound and these then merged with the souls of the characters. The idea was from being completely helpless (they were being hunted by Orcs) to some powers they became the defenders of the weak. All very cheesy but I was about 17 in my defense and thought it was brilliant.
 

Gavin O.

First Post
What you might do is have them build 1st level PCs and then explain they are novices still - so you're removing a key feature from each PC. Druids, clerics, wizards and sorcerers have cantrips, but not spells. Fighters do not benefit from their fighting style. No sneak attack for rogues. No rage for barbarians. Etc.... Allow them to gain the extra abilities of their class after the suitable time you decide upon.

Yeah, I like that idea.
 

thalmin

Retired game store owner
It’s essentially how I’ve started all but one of my campaigns for almost 30 years, starting when AD&D 2E first came out. In 5E terms, I would start everyone with a background, +2 Proficiency. Either no weapon proficiency, or only half proficiency in one wizard weapon. Characters were not fully matured, so would not get get all of the racial bonuses (ability bonuses and dark vision yes. Feats, some special abilities no.) These extras would start to come out as they adventured a bit.
Also, they would get a key class ability or two before they reached first level.
 

commoners, who are dropped in a forest full of danger when the carriage they were riding in is ransacked by werewolves.
Commoners riding in a carriage?

do you think it's a good idea to do something like this, or should I just start my players off at level 1?
5e level 1 is 'apprentice tier,' so it fits pretty well.

Secondly, should they start as some generic "commoner" class with no abilities and get to choose a class later,
I've done that in 3e, since the commoner was right there. Messes with 'builds,' of course.
or should they start with their classes but at level 0, with their proficiencies but no class features.
Probably the best bet in 5e. Start them with a d6 HD, and whatever their backgrounds give them.
Add selected abilities from each class unless you have a scenario in mind that will just suddenly grant or awaken class abilities in them...
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
A friend of mine took me through a Dungeon Crawl Classics 0-level adventure last year and it was one of the most enjoyable role-playing experiences in recent years. I don't know how well it would work in 5e, but in the DCC module we had 3 players. Each player had four characters. Each character had a commoner job: carpenter, blacksmith, etc. They had some "equipment" that made sense for their background. The DM would allow us to prepare more equipment if it made sense. E.g., a farmer is likely to have a shovel, pitchfork, etc.

Basically, a member of the village found an entrance to a long-forgotten dungeon. When he disappeared and people came looking for him to make sure he was all right, they found the entrance dug in from his home. Some brave villagers put together a group to go find him.

Many/most died. But we had a great time.

Thinking about what made the DCC experience so fun, here is how I would do level 0 in 5e.

1. Make sure the players are on board.

Many players want to skip to 3rd or 5th level. Not everyone like low-tier play. Make sure that they understand that they will be playing multiple characters and most will die. Eventually, they will choose one to be the main adventuring character.

2. Start with 4 characters

Come up with a way to have 2-4 characters on one sheet of papers. They won't have much in terms of equipment or abilities, so it should be doable. Explain to the players that it is expected that some will die. From any that make it to first level, you'll choose your main adventuring character.

3. Build based on race and background--no class

I think the easiest thing in 5e is to first come up with the attributes as normal (whether rolling, point buy, or standard array doesn't matter).
Next, select a race and apply and stat changes, proficiencies, skills, and traits.
Third, select or make up a background. This will give them some additional proficiencies, skills, and equipment.

4. Provision

They should only have items granted by their background. They or their family or friends in the village may have other items they have access to, but they will not start with weapons (unless a soldier or similar background), and dungeoneer packs, etc.


Starting the Campaign

Easiest is to have them from the same village. Something comes up and they join a posse to hunt down a threat. A sink hole to a forgotten dungeon appears and a child falls in. They put together a group to save the child. This way they have acccess to items from their homes and other villagers. Allows them to realistically provision themselves with little money or starting equipment.

You could also have them all members of the caravan. Or part of a large group of refugees fleeing some war. But whatever the background, the odds are stacked against them so at least make sure they have some means to get basic equipment and provisions.


Leveling Up

I'd milestone it. They either hit their first level and select a class after the first adventure or after a short series of adventures. I would say 1 to 3 sessions / 4-12 hours of play seems about right.
 
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MNblockhead

A Title Much Cooler Than Anything on the Old Site
Carriage is the wrong word. I'm talking about... a wheeled thing a horse drags behind. I'm not sure what that's called. A cart? A buggy?

"Carriage" should be fine, no? It is a broad term. Anyway, there is also:

TWO WHEELS
cab
cart
chariot

FOUR WHEELS
ambulance
coach
wagon
buggy
barouche (elegant carriage with a spot for a servant)
vardo ("gypsy wagon")

For more see: https://en.wikipedia.org/wiki/Horse-drawn_vehicle
 

darjr

I crit!
DCC funnels are awesome! The key to them imho is to have more than one and preferably four characters, second roll everything randomly. But no 4d6, 3d6 in order man. If any player runs out they can ask the other players if they would pass them one or more of their PC's.

I've run and played in DCC funnels and the weird thing is you get attached to the survivors in a cool way that builds background and a shared history from the get go. A dangerous shared history.
 


Leatherhead

Possibly a Idiot.
As much as I think that level 1 should be renamed level -1 (which makes level 3 the new level 1), I did get an idea from reading this:

What if, instead of being commoners, their Background was what kind of NPC they were playing as?
 

Oofta

Legend
I've done something similar, I've had several campaigns start out with the PCs as children. In 5E I'd probably take a -2 to all stats (maximum 12, I use point buy so minimum 6), you only get 1 proficiency from your background and the bonus is only a +1, no classes or feats. As children they don't have access to real armor so the best they can do is a heavy jacket for padded armor. Best weapon is a dagger or a club. No weapon or armor proficiency from racial abilities, PCs that were going to be spellcasters can cast cantrips but had to make arcana checks to get it right, etc.

It was a lot of fun, focused mostly on role-playing and level appropriate threats. The big bad monsters were the junkyard dog and clearing some rats out of a warehouse. Mostly it was fleshing out their characters and personalities to figure out what they were going to be and how they'd work together as a team while introducing the region and thoughts on the campaign. Many groups faced real danger and hit significant events that drove much of the rest of the campaign.

But it depends on your group. The powergamers tend to complain about it, the role players have a blast, but the majority of my players had fun. I didn't do it for my last campaign because I had several brand new players, but I would definitely do it again.
 

Eltab

Lord of the Hidden Layer
I've played in game systems where you start out with nothing and have to build from scratch.
I prefer to start at L1 - you've done enough to decide that you are good at something (or better at some thing than at other things).

If I knew it was coming ahead of time, I would not mind the "you have nothing but the shirt on your back ... and maybe not even that" opening to a campaign. I'd be really unhappy if I spent an evening equipping my character and had it all taken away before play even began.
 

TwoSix

Unserious gamer
Create a commoner class. 1d8 HD, simple weapons, light armor, one proficient save, one skill. Every level they get an ASI (or feat). You can only take it for a few levels, like 3 or 4, then you have to multiclass into a regular class.

Have the different classes require feats and skills to get into, to show how the characters are growing into their adventuring careers. A wizard might require proficiency in Arcana, and the Ritual Caster feat. A fighter might require the Moderately Armored and Weapon Master feat.
 

WarpedAcorn

First Post
I'm working on a campaign where the adventurers start as commoners, who are dropped in a forest full of danger when the carriage they were riding in is ransacked by werewolves. I want the players to start weaker than a first-level character would be, to reflect that fact that they're not really adventurers and haven't learned how to fight. After the first session or two, after a few days or weeks of trying to survive, they can choose a class that reflects the fact that they've gained skill as an adventurer in the forest. First of all, do you think it's a good idea to do something like this, or should I just start my players off at level 1? Secondly, should they start as some generic "commoner" class with no abilities and get to choose a class later, or should they start with their classes but at level 0, with their proficiencies but no class features.


I recently did this and I thought it was great. I think the players liked it at the end, but they were NOT happy about playing as Commoners. Everything was "not fair" (which as the DM seeing the players squirm can be really entertaining).

What I did was give them all Skills, Abilities, and Equipment associated with their Backgrounds and Races, as well as a small selection based on what Class they wanted to be (Casters got 3 uses of their Cantrips and Warriors got 2 Weapon Proficiencies). For HP I went with the minimum they would have with their class, so 4 + Con Modifier. This is made them nervous.

The adventure took place over the course of 1 night, and they stumbled unto a plot to kill the King (who was a boy). The adventure was a lot more role-play and problem solving oriented, as the players had to figure out whether they were going to try and intervene, go to the authorities, or what. They started off essentially finding one of the would-be Assassins in an alleyway outside of the Tavern they were drinking at, along with a bunch of strange devices and a secret letter. The adventure progressed with the Players using a secret tunnel and navigating some skill checks. "Combat" Encounters were completely avoidable and they did the smart things with the Assassin's tools to avoid fighting the Rats and whatnot in the tunnels. There was a single combat encounter at the end, with 2 False-Guards wanting to kill the boy King and the Players having to hold them off until the real Guards arrived. The Casters got to use their spells here and the Warriors used the makeshift weapons they had picked up along the way.

Overall, I felt the game was super fun. It was only a few hours of gameplay long, but I felt the players had to think more than usual and for that reason I think they came out having a lot more fun (or at least a unique experience).

As a reward (since I did not assign XP), I gave the players the choice of: +1 Ability Point, 1 Proficiency in any Skill or Tool, 2 Languages, or a Favor with the Court. So everyone was able to get something unique that they would not have had a chance to otherwise in a standard game. And that is kind of my take home for running a Commoner-Style adventure, don't make it like a normal game. =)
 

GMMichael

Guide of Modos
The adventure was a lot more role-play and problem solving oriented, as the players had to figure out whether they were going to try and intervene, go to the authorities, or what. . .

Overall, I felt the game was super fun. It was only a few hours of gameplay long, but I felt the players had to think more than usual and for that reason I think they came out having a lot more fun (or at least a unique experience).

This. If you're going to take away PCs' durability, you'd better replace it with non-combat situations.

But really, shouldn't every game have role-playing, problem-solving, super fun, and thinking? Or is this type of play reserved for special situations only, like pre-level-one characters?
 

Epic Threats

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