RPG Evolution: Treating Session Zero Like a Movie Trailer

A new adventure, new players, and a new opportunity to get everyone up to speed. I decided to do what I do best: share a PowerPoint presentation.

A new adventure, new players, and a new opportunity to get everyone up to speed. I decided to do what I do best: share a PowerPoint presentation.

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I've been in the business world over two decades, so PowerPoint is something I'm very familiar with. That, combined with the fact that we're on the third adventure in my series (which I'm writing, playtesting, and publishing as I go), was an opportunity to pull out all the stops to bring my new and returning players up to date. Here's how I did it.

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Players Old and New​

After taking nearly a year each to finish each of the first two adventures I wrote, the magic number for players seems to be six. The rule is we play if we have at least four. Our existing group consists of a tiefling sorcerer (played by my wife, so if I'm DMing she's playing), a tiefling warlock, and a wood elf ranger. One of my players decided to change characters from a dwarf cleric to a gnome artificer. There are some concerns about what this meant from a healing perspective for the group, but artificers can cast cure wounds so that may help. We also have a player who skipped the last adventure but is returning. He originally played a human paladin and is back this time as a human rogue. Finally, there's our newest player to the group, the game, and this edition of Dungeons & Dragons. She's playing a wood elf druid.

Of this group, two players didn't participate in the last adventure and probably could use a refresher on what went before. We also had three new characters with different backgrounds that I intertwined with the other NPCs, so their backgrounds would be important. There's a lot to cover and I wanted to make our new player comfortable with the world.

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The Adventure​

The adventure is a tournament arc in which the PCs are tasked with defeating a villain in a tower. Seems simple, right? Complicating matters is that the entire effort has attracted mercenaries from around the globe. To manage these mercenaries and keep them from pillaging and looting the local community, the residential gnomes have created a clockpunk-powered game show. Multiple mercenary groups, each with colorful competitors of their own, are competing against our PCs for fabulous cash prizes. It's inspired by Squid Game, 80s video game cabinet art, daytime game shows, and tournament arcs from anime like Wakfu and Fairy Tail.

The competitors come from all over my game world, so their backgrounds are relevant. Some PCs know them well, others only know of the region, and some competitors come from places they've never heard of. I wanted to succinctly sum up what the PCs would know: where they came from, what happened in the last two adventures, and what our heroes would face next.

Unlike my last adventure, which featured mature themes, this is more of a hack-and-slash style game with a commercial gloss so there wasn't as much content warnings from me to share with the players. But it was a good way to get a sense of what was to come: clockwork technology interspersed with cheerful hosts commenting on the contestants slaughtering each other.

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The PowerPoint​

There are many, many PowerPoint templates to choose from, but few are comprehensive themes. Often, they're a picture/color combination. Slidesgo however really invests time and energy in their themes.

There were a few to choose from. I almost picked the Dungeons & Creatures Minitheme, but in the end decided to go with the Middle Earth Fantasy Day Presentation.

But what to put in it? The first thing I realized was that while everything was laid out geographically in my head, my players didn't know that. So I created a map to demonstrate where the PCs have been so far and where they are now.

I wanted to make it easy for each player to visualize their character, so I created slides for each describing class, race, and home region. Then I added a slide explaining their home region with interesting facts that shape their characters. This also helped explain the contests, as one of the PC's is a gnome and it's his people putting on the "show." Now I just needed some thematic music to tie it all together.

I didn't have to look far. Pixabay's music section has some amazing choices and the Cinematic Music category has some gems. I needed something that sounded epic but also was long enough that it didn't repeat too many times. I ended up picking Honor and Sword by Zakhar Valaha. Zakhar's music can be found here, on Spotify , and Apple Music.

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How It Went​

Session Zero was a great way to get everyone relaxed for the game. With a new player, I didn't want to overwhelm them with both introductions and new game rules. There was plenty of housekeeping to discuss: leveling up characters, creating new tokens for familiars and summoned creatures, and getting reacquainted with the Roll20 interface. We're also all friends, so it was an opportunity to catch up. Our last game was at the end of November and we went on hiatus while I finished up writing the next adventure and the players got ready.

The players loved it. I'm not sure my voice was quite movie trailer quality, but I did my best with the music and slideshow to immerse them in my campaign world. It took some work, but it also helped me distill down to the basics what is unique about the game and what each player character brings to it.

Your Turn: I kind of went overboard with my Session Zero. How much effort do you put into yours?
 

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Michael Tresca

Michael Tresca

payn

He'll flip ya...Flip ya for real...
Session 0... like a movie trailer...

Heck no! All the best scenes will be spoiled! Then my friends will all close their eyes and plug their ears saying "lalalalalalala!" until I finish talking. Sounds counterproductive ;)

But on a more serious note, making a spectacle (of some sort) out of session 0 is not a bad idea. It happens in most of our Star Wars games with the opening Star Wars theme (complete with the 20th Century Fox fanfare), intro text scroll, and a narration of whatever our players are thrown in in media res, but I never really applied the same concept with fantasy games.

But much of our session 0 - if they can be called as such - happens over internet these days.
Nice. I have been wanting to get that Cowboy Bebop game coming out later this year and crank out Tank during the sessions!
 

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I build run sand boxes so I build a PDF with a map (lot of adventure sites pre marked), background of the world, and houserules. Usually 16 to 30 pages with lots of art.

I also put a FAQ in that lays out how deadly the campaign will be (deadly !), how replacement characters are worked in, and what kind of adult themes to expect.

The biggest part is rumors. I found lots of rumors are the easiest way to speed up world building and let the players know they have agency on what adventures to pursue and set long term goals.
 

jgsugden

Legend
That is a nice job, and a lot of work, but I think of Session 0 as something entirely different. While there is a lore dump, it is only a short part of the session.

Instead, session 0 has a strong element of 'player boundary' discussion. For example, I subtly find out if they want a story that is closer to Game of Thrones or closer to Lord of the Rings. I try to gauge how they'd respond to having their PCs subject to Dominate Person. I figure out whether this is a game in which horrible things take place in the presence of the PCs, or 'off screen'. I check into whether they want a world of right and wrong, or a world where everyone things they are heroes.

It also establishes player expectations: Avoiding last minute flaking, appropriate technology use at the game table, frequency of sessions, how to treat other players, etc...

After all of that, we talk about characters and start a process of character building and backstory fashioning.

For me, these are almost always one on one sessions.

 

not-so-newguy

I'm the Straw Man in your argument
I'll outline all the important points that I want make (setting, house rules, etc) during session 0. I also write an introduction that narrates a scene that will lead to the PCs making their first choice of action. The one quoted below was the intro for our current campaign

You've all known each other for at least a month (perhaps longer) and for various reasons have come together to explore the ruined tower of Zenopus which is a dungeon that lies on the outer edge of Ilnov. Ilnov is a small port village, a way-station that local merchants from the capital city of Mirros use to transport goods to the major city of Vorloi. You have all heard of these ruins from various obscure sources. Regardless of the source, they all describe an unholy place said to hold long hidden treasure. The locals shun it and shun fools who are better off leaving it alone.

The four of you arrive in Ilnov in late autumn. You're on the docks. It's morning. Sunny and chilly. 35-40F with a cutting wind. The hard packed earth of the trade grounds ahead of you is occupied by several large encampments. Humans wrapped in furs emerge from the colorful pavilion tents and busy themselves with cook-fires. Beyond them, you can hear the village of Ilnov beginning to stir.

The ship's crew that escorted you here are quickly restocking. "Winds are shifting north." The captain says. "Need to catch'em if we expect to return home by sundown." Other than the soon-to-be departing sailors; you can see fishing boats out on the water, chimney smoke rising above the small town, and the encampment ahead busy with breakfast.
 

Kannik

Hero
Nice! I've also found that an engaging Session 0 does wonders to set the tone and flavour of the campaign, help make the campaign setting feel real, and pull the players in so that they dive into the adventure with aplomb.

The way I've handled it in the past is to create an individual piece of fiction for each player/character that includes both world building (customized to what their particular character would know/have noticed) as well as recounting/recapping their character's last few months that lead them to the present moment where the adventure/campaign begins. This latter bit especially helps tie the character and their interests, desires, emotions, faiths, and etc to the adventure, giving them a greater sense of involvement and attachment in what's to come. So far it's worked well, and like you, I go all out in the presentation, with special paper and fonts and layout to tie to bring the aesthetics and feel and flavour of the world to mind while reading. :)
 

talien

Community Supporter
Session 0... like a movie trailer...

Heck no! All the best scenes will be spoiled! Then my friends will all close their eyes and plug their ears saying "lalalalalalala!" until I finish talking. Sounds counterproductive ;)

But on a more serious note, making a spectacle (of some sort) out of session 0 is not a bad idea. It happens in most of our Star Wars games with the opening Star Wars theme (complete with the 20th Century Fox fanfare), intro text scroll, and a narration of whatever our players are thrown in in media res, but I never really applied the same concept with fantasy games.

But much of our session 0 - if they can be called as such - happens over internet these days.
It's funny you pointed this out, because I didn't put it together until I just read your post. I'm pretty sure I got this idea from my Star Wars games, where I would create a Star Wars-style opening crawl before each game to bring players up to speed!
 

It's funny you pointed this out, because I didn't put it together until I just read your post. I'm pretty sure I got this idea from my Star Wars games, where I would create a Star Wars-style opening crawl before each game to bring players up to speed!
I concur, did the same thing with my Star Trek Adventures group. Had the Players names 'starring' as their characters. Had the classic theme and the Space the Final frontier crawl. And later, co posed my own theme for the campaign. Unfortunately I lost it all when my computer went belly up. 😥

And then the session would be framed with Captain's Log, Stardate...... and whatever just lile an episode. It was also kind of neat to hand it off to whomever was sitting the con amd then set up the game while the took care of the 'gruntwork' of the frame.
 

Kannik

Hero
It's funny you pointed this out, because I didn't put it together until I just read your post. I'm pretty sure I got this idea from my Star Wars games, where I would create a Star Wars-style opening crawl before each game to bring players up to speed!
That is something I always loved about the WEG Star Wars adventures, not only did they have a crawl but a script you'd hand to the players to act out and begin the adventure fully in media res.

(And oh yes, our group also goes all out in our SW games now, making full videos with the crawl, music, and the classic/patented SW pan from the crawl to the planet/ship/situation in hand... and like Thunderfoot, we had an opening/title sequence for our Star Trek game we would play before each session as well. :p )
 

I like this idea. Given I use FG, I'm thinking about turning Session 0 into a player facing module that they would always have access to. Thanks for the inspiration!
 

So the original Village of Homlet module and the Into Adventure did those but for some reason they were never pushed very hard. They weren't great modules, and I wish they had been better. Then we might not be having this discussion 40 years later...
 

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