Campaign: First Session
Ah, that new-campaign smell! The first session of any new long-term campaign is all about getting the players excited, comfortable, and ready to play. The first session of a campaign is sometimes referred to as "session 0" because of its focus on setup and character building—but when character building is done, you want to make sure your first session kicks off with maximum excitement!
First, Business
At the start of your first session, you'll want to get some business out of the way before you dive into the fun of making characters.
Schedule
Talk to your players about the game's schedule. Determine with the group how often you'll play, what you plan to do when one or more players can't make it, and how you plan to communicate about the game when not playing.
Handling Disputes
Talk over and decide how you're going to settle rules disputes. We recommend that you make a ruling in the moment and then look up the rule after the session to keep the flow of play going.
Safety Tools
Talk about the safety tools you plan to use at the table. For more information about safety tools and a safety tool checklist you can use for your games, check out the MCDM Tabletop Safety Toolkit at mcdm.gg/SafetyToolkit.
Campaign Pitch
Go over your campaign pitch again (see the start of this chapter), and answer any questions the players have about it.
Player Suggestions
Ask the players what they'd like to see in the campaign and make notes around their responses. This can include anything from, "I'd love to play out some chase scenes!" to "I want to explore themes of loss and grief." These suggestions should be starting points for a conversation. If not all players are comfortable with certain themes or content requested by other players, this is a great time to discuss that (looping back to your safety tools discussion as appropriate), and to come to a consensus about what everyone wants out of the game.
House Rules
Go over any house rules you have with the players, and ask them if they have any house rules they'd like to add. House rules should always be discussed with the players, but ultimately, you get to decide which house rules are used in the campaign.
Make Heroes
During the first session of a new campaign, the players will likely spend most of their time building heroes. While they do so, it's a good idea for you to be available to answer any questions they have about the campaign and the setting. They might ask about everything from the name of the town where their first adventure starts, important organizations in the game, or if a specific language or skill will be useful in the campaign.
As your players make their heroes, you can take notes. It's a good idea to record each hero's name, ancestry, background, class, and complication (if any). Also record any important backstory details a player shares with you, such as their character's hometown, the names of rivals, loved ones, or enemies, and any organizations with which they have history.
Start With a Bang
When all else is done, it's a great idea to play an opening scene during your first session—ideally a scene that includes a combat encounter. This first encounter should give the players a taste of the delicious campaign you're cooking up for them and leave them eager for the next session.
Your opening encounter should introduce or hint at the villain the heroes face during their first adventure. You can use any of the following encounter ideas to get you started:
- While traveling to the settlement where their first adventure takes place, the heroes and their caravan or ship are attacked by brigands.
- The heroes enter a new town to find war dogs (see Draw Steel: Monsters) ready to publicly execute a noble who refused to bend the knee to the brutal tyrant Ajax.
- The heroes are at a tavern enjoying a night off when a band of gnoll raiders attacks and lights the place on fire.
- The heroes are camped in a swamp when undead emerge from the muck and surround them.
- While watching a theatrical performance, an actor (perhaps by accident) performs a ritual that opens a portal to the Abyssal Wasteland and summons a horde of demons.
The encounter you craft should be connected to the first adventure you plan to run. Keep this first encounter simple, and let each player get used to running their hero. You can always have a couple of villainous reinforcements arrive if the encounter is too easy!
If you've got still more time, you can keep playing a little longer, either by expanding the combat encounter or adding some exploration or travel. Otherwise, wrap the combat up, thank the players for a great first session, and start planning your next session.
"Life's like a movie
Write your own ending
Keep believing
Keep pretending
We did just what we set out to do
Thanks to the lovers, the dreamers, and you."
Kermit T. Frog