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General Tabletop Discussion
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setting up a campaign Zero for myself and my players.
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<blockquote data-quote="Mort" data-source="post: 7605361" data-attributes="member: 762"><p>Welcome to the boards, have some xp.</p><p></p><p> </p><p></p><p>From the players perspective:I like to do a session 0 (as you say you will be doing). The players can create their characters with a good sense of cohesion, so they know what everyone is bringing to the table. This is also a great time to have the party agree on a "theme" for the group - It's not necessary, but I've found it can really add to the campaign going forward. In the past the group has done themes like employees of Morgrave university (in Eberron) or members and associates of a temple in the city of Greyhawk. </p><p></p><p>From your perspective: I'd start with something simple and straight forward that will get the players into the setting. A robbery the players have to foil, starting <em>in medias res</em>, or a treasure the players find that seems awesome - until they realize exactly how many other people want it too (this has the advantage of bringing the adventure to them). </p><p></p><p>In your scenario you may want to have the wizard ask the party to deliver the artifact rather than find it, for example. This will bring the adventure to them - ambushes on the road, shady characters trying to talk them into surrendering the goods, etc.</p><p></p><p>Is this a new group, or have you guys been playing together for a while? With new groups, I'm not big on "twists." The most important thing to establish (as early as possible) is trust between the players and the DM. The players have to trust that the DM has their fun as a top priority. Messing around with twists before trust is established can make things very difficult going forward. Hence, I prefer straightforward initially.</p><p></p><p></p><p></p><p></p><p>Grab some free maps (available on this board and others), that should help get the creative juices flowing. Put in stuff that moves the adventure forward. Stock a chest with jewelry, for example, but have the jewelry be marked as belonging to someone - possible adventure hook to return the jewelry (rather than the typical sell for gold).</p></blockquote><p></p>
[QUOTE="Mort, post: 7605361, member: 762"] Welcome to the boards, have some xp. From the players perspective:I like to do a session 0 (as you say you will be doing). The players can create their characters with a good sense of cohesion, so they know what everyone is bringing to the table. This is also a great time to have the party agree on a "theme" for the group - It's not necessary, but I've found it can really add to the campaign going forward. In the past the group has done themes like employees of Morgrave university (in Eberron) or members and associates of a temple in the city of Greyhawk. From your perspective: I'd start with something simple and straight forward that will get the players into the setting. A robbery the players have to foil, starting [i]in medias res[/i], or a treasure the players find that seems awesome - until they realize exactly how many other people want it too (this has the advantage of bringing the adventure to them). In your scenario you may want to have the wizard ask the party to deliver the artifact rather than find it, for example. This will bring the adventure to them - ambushes on the road, shady characters trying to talk them into surrendering the goods, etc. Is this a new group, or have you guys been playing together for a while? With new groups, I'm not big on "twists." The most important thing to establish (as early as possible) is trust between the players and the DM. The players have to trust that the DM has their fun as a top priority. Messing around with twists before trust is established can make things very difficult going forward. Hence, I prefer straightforward initially. Grab some free maps (available on this board and others), that should help get the creative juices flowing. Put in stuff that moves the adventure forward. Stock a chest with jewelry, for example, but have the jewelry be marked as belonging to someone - possible adventure hook to return the jewelry (rather than the typical sell for gold). [/QUOTE]
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