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My Session 0 notes. How do YOU handle it?
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<blockquote data-quote="not-so-newguy" data-source="post: 6643355" data-attributes="member: 6786140"><p><strong> TL;DR I made notes for my Session 0 in the spoiler below and looking for some feedback. Also, how do you handle your session 0? </strong></p><p></p><p></p><p>Below are my current "Session 0" notes for my upcoming campaign using B10 Night's Dark Terror which I'm converting from Basic D&D to 5e. The actual start date and players have not been determined yet, but I have a large group of potential players through AL and a FLGS. I have made mention that I'd like to DM this module and people have responded positively to the idea. I expect the players will be familiar with 5e but not Mystara.</p><p></p><p></p><p>Too be honest, trying to add another campaign at this point would probably be too much for the group. So, for now, I wait for a less busy time.</p><p></p><p></p><p>Session 0 will probably take three hours. I have broken it down into three parts:</p><p></p><p></p><p>1) The World of Mystara</p><p>2) Character Creation</p><p>3) House Rules</p><p></p><p></p><p>The notes are interspersed with questions that I plan to ask the players. I'd be interested in any responses you may have. I'll probably use them as suggestions to help the players come to a solution, if needed. A few of the questions are issues that I need to resolve before we actually play (such as handling encumbrance).</p><p></p><p></p><p>Even if you can't decipher my notes, I'd like to hear how you handle Session 0.</p><p></p><p></p><p>[Sblock] B10 SESSION 0</p><p></p><p></p><p><strong>1) The World of Mystara</strong> </p><p> </p><p><u> A) Karameikos and Beyond </u></p><p> </p><p> I. Use descriptions for territories from X1 Isle of dread</p><p> *Find/ print any map of Karameikos and surrounding areas.</p><p> *These paragraph sized descriptions provide an "at a glance" synopsis.</p><p> </p><p> II. Use "Newbies guide to Mystara" from Pandius.com</p><p> *a full page description of each area to provide if players are interested</p><p></p><p></p><p> <u>B) Night's Dark Terror Map (North Eastern Karameikos)</u></p><p></p><p></p><p> *Present the Players Map from B10</p><p> *Show where this region fits on the larger scale map</p><p> *Introduce calender, phases of moon, & weather </p><p> ---Two days consecutive rain. Most outdoor combat terrain is difficult.</p><p> ---Two days consecutive downpour. All travel cut in half.</p><p> ---DMG page 110 for weather conditions and combat</p><p> ---Werewolves and moons</p><p> </p><p> <u>C) Timeline </u></p><p> </p><p> I. 1000 BC- approx 1000 AC</p><p> *The Traladarans from their "golden age" to the present.</p><p> *Greater detail for the past 100 years (Thyation conquest)</p><p> *This campaign may start before the typical date (1000 AC)</p><p></p><p></p><p> <u> D) Levels</u></p><p> </p><p> * IME, The campaign spans from 3rd - 5th (possibly 6th) level</p><p> * XP will be group xp only, individual bonuses are group bonuses.</p><p> * Xp will be given in numbers easily divisible by 6. (See 2A)</p><p> </p><p> </p><p><strong>2) Character Creation </strong></p><p> </p><p> <u> A) 4 players, 6 characters </u></p><p> </p><p> *Each of the four players will create a 3rd level character</p><p> *A 1st level fighter will be provided by me. </p><p> ---This character will take the Champion archetype</p><p> *A 1st level character will be created by the group</p><p> *Players can give henchmen xp as they see fit to do.</p><p></p><p></p><p> <u> B) Playable Races available (local origin, if desired)</u></p><p> </p><p> I. Races</p><p> *Human (Thyation and Traladaran)</p><p> *Elf (Callari = Wood Elf) (Vyalia = High Elf) (No Fey Realm in Mystara)</p><p> *Dwarf (Mountain only, players choose) (clan at Highforge)</p><p> *Halfling (any subrace, Five Shires)</p><p> *Gnome (Rock only, Highforge)</p><p> *Half-Elf (Specularum, Vyalia or Callari)</p><p> </p><p> <u> C) Tools and Background </u></p><p> </p><p> I. How do we make these usable at the table?</p><p> *2e professions = general knowledge and skills?</p><p> *general knowledge and skills improvised in gameplay</p><p> * Define each player's Tools and Backgrounds</p><p> * Should be defined with Karameikos/B10 setting in mind.</p><p></p><p></p><p> <u> D) Starting cash / Equipment / Encumbrance </u></p><p> </p><p> I. Max in PHB by class + 100 gp </p><p></p><p></p><p> II. Equipment</p><p> * Everything in the PHB is available</p><p> * Availability of equipment may be limited "in play" according to circumstances.</p><p></p><p></p><p> III. Encumbrance</p><p> *I'd like to use a system of encumbrance that'll hold the players accountable </p><p> * I don't want the players too bogged down by detail</p><p> *Slot system for encumbrance?</p><p></p><p></p><p> <u> E) Group Background </u></p><p> </p><p> I. Starting at 3rd level</p><p> * What bonds the group together? Common Race or Backgrounds?</p><p> * Define the previous adventure that the group has experienced together</p><p> * Why does the group travel to Kelven?</p><p> * Why does the group take Stephan's offer (adventure hook for B10) ?</p><p></p><p></p><p><strong> 3) House Rules </strong></p><p></p><p></p><p> <u> A) Group Initiative </u></p><p> </p><p> I. Contested roll based on a group's initiative</p><p> * Group Initiative Bonus (average score of the group, rounded down)</p><p> * On the group's first turn, players / DM decides the order. </p><p> * This will define the specific initiative order thereafter.</p><p> ---Similar to batting order in baseball. </p><p> ---Hold action will permanently drop creature down in the order.</p><p> ---Can not hold action until the middle of other group's turn</p><p> --- Readied Action any time.</p><p> * Simultaneous / cooperative actions?</p><p> * Simplifies tracking initiative and encourages team work.</p><p></p><p></p><p> II. Concentration Spells </p><p> *A caster may try to concentrate two spells</p><p> *This causes one level of exhaustion</p><p> *This takes effect after one concentration spell ends</p><p> *A player must make a con save vs. DC10 + both spell levels after the 1st round.</p><p> *On a failed save, caster loses both spells.</p><p> *PC will auto-fail after 10 rounds (9 saves), i.e. one minute.</p><p></p><p></p><p> III. Miscellaneous Rules </p><p> * Medicine available to fighters</p><p> * A PC who goes to zero HPs or below increases exhaustion by 1.</p><p> </p><p> </p><p> <u> B) Enemy Morale </u></p><p> </p><p> *Using 2d6 morale system from basic D&D. </p><p> </p><p> <u> C) Character Death </u></p><p></p><p></p><p>*Create a new 3rd level character</p><p></p><p></p><p> <u> D) Healing Variant (players option)</u></p><p> </p><p> <em> I.This is an optional rule to add difficulty only if players want it</em></p><p><em> *The group can opt out of this healing variant completely</em></p><p><em> *Or they can add extra difficulty by requiring proficiency with the Med kit</em></p><p><em> *What skill is appropriate for making Med Kits? </em></p><p></p><p></p><p>I like the short rest/long rest mechanic because it keeps the game moving. I don't like the idea that a PC can potentially fully heal by simply "eating, drinking, reading, and tending wounds" for one hour.</p><p></p><p></p><p>So i've decided to add a resource cost to healing and created a new tool called a Med Kit. The pc's need to use a Med kit per HD of healing for short rest. During long rest, one "use" of a Med kits heals one max HD.</p><p></p><p></p><p> Med kits cost 50gp with 10 "uses", making it 5gp per "use."The Med kit is a triple antibiotic with gelatinous cube added to really kill the germs. Acolytes of the local temples pay good money for gelatinous cube in order to create these kits.</p><p></p><p></p><p>Healing without a Med kit is 1hp plus con bonus per long rest. No short rest healing without a Med kit. [/Sblock]</p><p></p><p>ETA <s>Oh well. I can't do the spoiler thing here I guess</s> Fixed!</p></blockquote><p></p>
[QUOTE="not-so-newguy, post: 6643355, member: 6786140"] [B] TL;DR I made notes for my Session 0 in the spoiler below and looking for some feedback. Also, how do you handle your session 0? [/B] Below are my current "Session 0" notes for my upcoming campaign using B10 Night's Dark Terror which I'm converting from Basic D&D to 5e. The actual start date and players have not been determined yet, but I have a large group of potential players through AL and a FLGS. I have made mention that I'd like to DM this module and people have responded positively to the idea. I expect the players will be familiar with 5e but not Mystara. Too be honest, trying to add another campaign at this point would probably be too much for the group. So, for now, I wait for a less busy time. Session 0 will probably take three hours. I have broken it down into three parts: 1) The World of Mystara 2) Character Creation 3) House Rules The notes are interspersed with questions that I plan to ask the players. I'd be interested in any responses you may have. I'll probably use them as suggestions to help the players come to a solution, if needed. A few of the questions are issues that I need to resolve before we actually play (such as handling encumbrance). Even if you can't decipher my notes, I'd like to hear how you handle Session 0. [Sblock] B10 SESSION 0 [B]1) The World of Mystara[/B] [U] A) Karameikos and Beyond [/U] I. Use descriptions for territories from X1 Isle of dread *Find/ print any map of Karameikos and surrounding areas. *These paragraph sized descriptions provide an "at a glance" synopsis. II. Use "Newbies guide to Mystara" from Pandius.com *a full page description of each area to provide if players are interested [U]B) Night's Dark Terror Map (North Eastern Karameikos)[/U] *Present the Players Map from B10 *Show where this region fits on the larger scale map *Introduce calender, phases of moon, & weather ---Two days consecutive rain. Most outdoor combat terrain is difficult. ---Two days consecutive downpour. All travel cut in half. ---DMG page 110 for weather conditions and combat ---Werewolves and moons [U]C) Timeline [/U] I. 1000 BC- approx 1000 AC *The Traladarans from their "golden age" to the present. *Greater detail for the past 100 years (Thyation conquest) *This campaign may start before the typical date (1000 AC) [U] D) Levels[/U] * IME, The campaign spans from 3rd - 5th (possibly 6th) level * XP will be group xp only, individual bonuses are group bonuses. * Xp will be given in numbers easily divisible by 6. (See 2A) [B]2) Character Creation [/B] [U] A) 4 players, 6 characters [/U] *Each of the four players will create a 3rd level character *A 1st level fighter will be provided by me. ---This character will take the Champion archetype *A 1st level character will be created by the group *Players can give henchmen xp as they see fit to do. [U] B) Playable Races available (local origin, if desired)[/U] I. Races *Human (Thyation and Traladaran) *Elf (Callari = Wood Elf) (Vyalia = High Elf) (No Fey Realm in Mystara) *Dwarf (Mountain only, players choose) (clan at Highforge) *Halfling (any subrace, Five Shires) *Gnome (Rock only, Highforge) *Half-Elf (Specularum, Vyalia or Callari) [U] C) Tools and Background [/U] I. How do we make these usable at the table? *2e professions = general knowledge and skills? *general knowledge and skills improvised in gameplay * Define each player's Tools and Backgrounds * Should be defined with Karameikos/B10 setting in mind. [U] D) Starting cash / Equipment / Encumbrance [/U] I. Max in PHB by class + 100 gp II. Equipment * Everything in the PHB is available * Availability of equipment may be limited "in play" according to circumstances. III. Encumbrance *I'd like to use a system of encumbrance that'll hold the players accountable * I don't want the players too bogged down by detail *Slot system for encumbrance? [U] E) Group Background [/U] I. Starting at 3rd level * What bonds the group together? Common Race or Backgrounds? * Define the previous adventure that the group has experienced together * Why does the group travel to Kelven? * Why does the group take Stephan's offer (adventure hook for B10) ? [B] 3) House Rules [/B] [U] A) Group Initiative [/U] I. Contested roll based on a group's initiative * Group Initiative Bonus (average score of the group, rounded down) * On the group's first turn, players / DM decides the order. * This will define the specific initiative order thereafter. ---Similar to batting order in baseball. ---Hold action will permanently drop creature down in the order. ---Can not hold action until the middle of other group's turn --- Readied Action any time. * Simultaneous / cooperative actions? * Simplifies tracking initiative and encourages team work. II. Concentration Spells *A caster may try to concentrate two spells *This causes one level of exhaustion *This takes effect after one concentration spell ends *A player must make a con save vs. DC10 + both spell levels after the 1st round. *On a failed save, caster loses both spells. *PC will auto-fail after 10 rounds (9 saves), i.e. one minute. III. Miscellaneous Rules * Medicine available to fighters * A PC who goes to zero HPs or below increases exhaustion by 1. [U] B) Enemy Morale [/U] *Using 2d6 morale system from basic D&D. [U] C) Character Death [/U] *Create a new 3rd level character [U] D) Healing Variant (players option)[/U] [I] I.This is an optional rule to add difficulty only if players want it *The group can opt out of this healing variant completely *Or they can add extra difficulty by requiring proficiency with the Med kit *What skill is appropriate for making Med Kits? [/I] I like the short rest/long rest mechanic because it keeps the game moving. I don't like the idea that a PC can potentially fully heal by simply "eating, drinking, reading, and tending wounds" for one hour. So i've decided to add a resource cost to healing and created a new tool called a Med Kit. The pc's need to use a Med kit per HD of healing for short rest. During long rest, one "use" of a Med kits heals one max HD. Med kits cost 50gp with 10 "uses", making it 5gp per "use."The Med kit is a triple antibiotic with gelatinous cube added to really kill the germs. Acolytes of the local temples pay good money for gelatinous cube in order to create these kits. Healing without a Med kit is 1hp plus con bonus per long rest. No short rest healing without a Med kit. [/Sblock] ETA [s]Oh well. I can't do the spoiler thing here I guess[/s] Fixed! [/QUOTE]
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