What are the cliched "first session ever" moments?


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Well, I've played two sessions of Dnd using Fantasy Grounds II program. We are all getting the knack of the program and so we have just been 'messing around' before we begin the real campaign. As the first three characters chosen were a fighter, a cleric and a wizard we joked about just needing a rogue to be able to call ourselves the Generic Adventuring Company. And so our mess around sessions have been in Generica. It has involved the following elements:

A 10x10 room with a Goblin.
A bucket of :):):):):) in the corner with a key hidden in it.
A passage way with a chest
The Chest was trapped setting off a reloading crossbow mechanism.
Fleeing from the xbows down the hall straight into the 10 foot spiked pit trap.
The room at the end of the hall where we met the Goblins Wife: cue the witty RP Banter
She then preceeds to call her 6 sons
Fleeing back down the hallway and over the pit where we made our stand and preceeded to be pierced with javelins and throw Goblins stupid enough to jump across down into the pit.
We haven't had a chance to search yet but I'm sure there is a generic secret door hidden somewhere.

The real campaign also has a very generic start: You wake up in a room and wonder where the hell you are. You suddenly see something strange and think 'what the hell is that'.
 

The real campaign also has a very generic start: You wake up in a room and wonder where the hell you are. You suddenly see something strange and think 'what the hell is that'.
Sounds cool - never had a campaign start like that. Started off in so many taverns that I think I'll make my next FRPG character a Teetotaller just to force the DM to think of some other way to start...
 

Sounds cool - never had a campaign start like that.

I've had campaigns start that way and it never went well. It sounds cool in theory, but what you get in practice is a bunch of PCs with no motivations, no reason to stay together, and no background to spur roleplaying. My experience is that it's a constant struggle to keep the party together and on task.

The tavern may be a horrible cliche, but it gets the job done.
 

I've had campaigns start that way and it never went well. It sounds cool in theory, but what you get in practice is a bunch of PCs with no motivations, no reason to stay together, and no background to spur roleplaying. My experience is that it's a constant struggle to keep the party together and on task.

The tavern may be a horrible cliche, but it gets the job done.
Heh, or the variant used (I think) by Dungeonworld - you wake up on a stone slab, with two coins covering your eyes.... Your name is inscribed on the stone slab.

The Auld Grump, welcome to the first day of the rest of your death....
 

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