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Set Your Campaign's Origin Story With A Session Zero
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<blockquote data-quote="The Monster" data-source="post: 7751546" data-attributes="member: 69516"><p>We were inspired by the <a href="https://en.wikipedia.org/wiki/Adventure!" target="_blank">Adventure!</a> RPG as well as the Dresden Files RPG, and have been doing a 'session zero' for every campaign since. Doing some kind of shared backstory has helped nail down character details including skillsets, party role and personality, in addition to individual history (we typically allow some stat redesign between session zero and session one, to reflect the decisions made in zero). It's really helped me get into character - historically, I've brought a general idea of my character's role and personality, then let her/him/it evolve according to the campaign events and ongoing interaction; a session zero gives that a major boost. </p><p>The one new campaign I've started this way (7th Sea 2) also allowed me as GM to easily build in a few plot hooks and foreshadowings into the character backgrounds. </p><p></p><p>The other kind of 'session zero' we had was for a Sorcerer's Crusade short campaign; none of us had ever played Mage (a few had done a Vampire session or two at conventions), and the GM needed to make sure everyone was on the same page about how magic worked (the rules are, um, not very clear on certain points), so that we had consistent expectations and procedures. Having that discussion was time well spent, otherwise the first play session would have come to a crashing halt over the very different interpretations.</p></blockquote><p></p>
[QUOTE="The Monster, post: 7751546, member: 69516"] We were inspired by the [URL="https://en.wikipedia.org/wiki/Adventure!"]Adventure![/URL] RPG as well as the Dresden Files RPG, and have been doing a 'session zero' for every campaign since. Doing some kind of shared backstory has helped nail down character details including skillsets, party role and personality, in addition to individual history (we typically allow some stat redesign between session zero and session one, to reflect the decisions made in zero). It's really helped me get into character - historically, I've brought a general idea of my character's role and personality, then let her/him/it evolve according to the campaign events and ongoing interaction; a session zero gives that a major boost. The one new campaign I've started this way (7th Sea 2) also allowed me as GM to easily build in a few plot hooks and foreshadowings into the character backgrounds. The other kind of 'session zero' we had was for a Sorcerer's Crusade short campaign; none of us had ever played Mage (a few had done a Vampire session or two at conventions), and the GM needed to make sure everyone was on the same page about how magic worked (the rules are, um, not very clear on certain points), so that we had consistent expectations and procedures. Having that discussion was time well spent, otherwise the first play session would have come to a crashing halt over the very different interpretations. [/QUOTE]
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