A suggestion on scheduling- if you have a friend who genuinely wants to be there, but has many outside responsibilities and they can only make every couple of sessions, just don't make them a full party member. One of my players had a new job come up with an on call availability, so he'd only make 1 out of 3 or 4 sessions. I started planning encounters for the smaller party size and when he showed up he either played a repeating ally or would exercise his acting skills as various one off NPCs. It's not hard to add a little to a session to keep it challenging, instead of scrambling to scale something down or accounting for a skill set no longer being available. He didn't feel left out for being a responsible adult, and we still got to have fun seeing him when he could make it. When the party leveled, I'd level his characters so he stayed relevant, even if he missed out on loot because he wasn't there for collecting.
If you want to include your friend, I suggest scheduling and prepping for your game with the assumption that he WON'T be there. And then when he can make it, great. You just scale things up a little, a few extra monsters, buff the hit points maybe, that sort of thing. If he's missing out on loot, then maybe every so often, take a look at his character sheet, see what he has in comparison to others, and then give him some gold and other stuff to get him caught up.
Good call on leveling the occasional player. We do that too, and it works quite well. I’ve been the player who couldn’t be there half the time, and it’s no fun being three levels behind the rest of the group.
DMs--something particular to definitely tell your players is the social stigma around different races. I made a tiefling, and in our second session she went up to a farmer and the NPC screamed "DEVIL!" and refused to speak to her. Rinse and repeat for half of the campaign, including me being absolutely miserable because I couldn't even find a potions shop and disguise myself. If the DM had told me this was how tieflings were treated, I would have just made a freaking gnome!
if a dm is consistently making a player unhappy to be in the game, theyre messing up badly. the point of a game is for people to be able to play. npcs (your dm) refusing to interact with the player is very counterproductive because nothing happens, the actions the player takes dont matter. "play" that isnt enjoyed isnt a game, just a set of rules. hopefully you can straighten your dm out or find a better one. its not normal for a dm to intentionally make it hard to play a character
this.. can be discovered by reading up on your race. I love playing lizardfolk and kobold and even I knew from jump that there's a bias against them. Tieflings are, iirc, typically found in shadier areas of society due to their discrimination. They're also no stranger to conflict due to having many conflicts 'cos..yanno.. "DEVIL!". There SHOULD be ways around it such as persuation, or other endless rp possibilities.
I would say this is a DM mistake, not a "I rolled the wrong character" mistake. It's the DM world. They can decide that the world, or a portion of it, isn't particularly hostile to tieflings (perhaps there is a tiefling folk hero who has changed peoples' minds)
@@fredrickbriner88 I disagree that this is fully on the player. Both because 1) I think "people are biased against PCs of this race" can mean a lot of different things. The player could very easily assume it means that social DCs will be higher for them, or they won't be able to haggle, which is very different from "NPCs literally will not even talk to you and may attack you on sight." 2) this depends a lot on setting. How much discrimination there is against tieflings depends a lot on what part of the world you're in in my DM's homebrew setting. In one country, they're considered fairly normal -- who *doesn't* have an ancient ancestor who made an infernal pact? In another country they're considered very suspicious because that history isn't there. The description of races given in the 5e books is often specifically the description as it exists in the Forgotten Realms -- it often doesn't even apply to many of the other official settings -- especially ones like Eberron and Tal'Dorei, which tend to have fewer "always evil" sentient species in them.
@@fredrickbriner88 ya but tieflings shouldn’t be shunned by everyone. Sure, there might be noticeable bias for npcs to first address other characters or initially call for help from other characters, and the occasional npc to hate them “because they’re the devil” but they shouldn’t be constantly silenced. Most npcs should be fine talking to them, just noticeably not view them as the most trust worthy or leader of the group, and there should be a few who shun them, and a few that are completely open to them and have zero bias. If you’re a goblin it’s reasonable for the vast majority of npcs to be terrified because you’re literally a monster, but after some talking and convincing from other party members, even being a goblin at least half of npcs should be willing to converse hesitantly. It doesn’t make any sense for every npc to shun one race: you have a group of people presumably doing fairly good things, and so the majority of npcs should, at least over time, become hesitantly accepting. Most people wouldn’t be violently racist regardless of the actions of an individual, and in fact people being racist yet making exceptions for a couple people they’ve gotten to know and now like is pretty common in our world, and would presumably be even more common in a world with as many exceptions as the worlds of dnd. Sure, the npcs shouldnt learn to love every goblin because your goblin cleric saved the village from a curse, but your specific goblin should be valued. There may be a few people who maintain their hatred just because youre a goblin, but the vast majority should end up being inviting and if you ever return to the village the moment they realize who you are the npcs should to from nearly hostile to happy to see you again because they know, you’re not like other goblins. Basically, it seems like this was far to extreme and unrealistic a treatment, even in a racist world with the most hostile overall feelings to a specific race.
There is a german song called Knochenschiff ( boneship ) in short it describes a living boat made up of bone, flesh and skin and how the sea is really rough for an entity like that.
I run 2 D&D groups; one with longtime friends and their neighbors and a group with workmates. Didn't run a session zero with the friends group due to taking past gaming experiences for granted. With the workmate group, half of them had never played D&D before and some of the players I'd only known from work 6 months at best, so I ran a session zero for them with nearly all the guidelines noted in the video. The friends group has not had a session in over a year due to scheduling issues, disruptive and inattentive players, and no boundaries set on gaming expectations, draining most of my enthusiasm running that game (Curse of Strahd of all campaigns too!) Conversely, the workmate group still regularly meets every 2 weeks to this day with well over 30 game sessions played, with that campaign running smoothly and overall being fun. Session 0 is an absolute MUST to do, even with established friends and players. I currently enjoy DMing for workmates than I do with friends I've known for decades, all because of session 0.
Agreed. I always had a session 0 and a session 1.5 and I played with a group that kept at least it’s core members consistently across campaigns, one shots, and years of playing together. Session 0 set up the campaign/adventure and expectations and helped the party work out their makeup of classes/bounce off some origins of the party ideas. We also discussed timing and any upcoming stuff that might keep members from being available. We rarely had issues beyond scheduling and until folks started moving out of state. Session 1.5 was basically just an end cap to the first session where feedback could be given in any particular direction. It really helped keep everyone on the same track and we had great sessions as a result.
I used a bit of a planning board. The players had to come up with three NPCs from their past or present, three towns they had a past in, and some aspirations of the characters and depending on where the players were planning on sitting at the table they had to then make connections to their two neighbors, either their neighbors NPCs, the PCs themselves, or the locations so that everyone was interwoven in some fashion. This created a 6 degrees of separation thing and I basically built the "flesh" of my campaign's skeleton around all of their answers. Even the mysterious loner rogue was excited to have connections with his table neighbors and everyone had a blast, was excited about theirs and their neighbors characters and everything ran super smoothly.
@@animistchannel2983 the real kicker came when the campaign started. I had all of the characters risen from the dead. 10 years had passed since their deaths and some of the things they knew were not as they left it. Our fighters daughter had grown into a ranger, his wife had moved on and was now elsewhere, the rogues guild had been placed into hiding, the druids alchemist mentor had been acting strangely, the nobel's hometown had become a pile of smoldering rubble. Each event a new mystery pertaining to each character pretty much getting their own spotlight adventure. All culminating to a massive climactic finish of that ever looming mystery... who killed them and why?
We deal with those busy schedules by having one of the players run a one shot. December is the one shot month, and it gives players a chance to try as a DM.
I tried a session zero for the first time in a Pathfinder 2e playtest game I'm currently, and man it made starting the campaign easier for everyone. It even included a little bit of preemptive roleplay, prior to even getting character sheets. I'm playing a paladin, and we have a rogue and cleric in the party. I know the cleric through the church and we already are friends, and she's responsible for doing a lot of bookkeeping for the city. Meanwhile I kinda was like a parole officer, specifically for our rogue who was caught trying to steal from a bank (because taxes were too severe and his family was starving, though I didn't know this at the time). I was trying to persuade the rogue to stay on the straight and narrow. An expedition was being mounted to start a new settlement, which I had volunteered to prior (for a change in scenery), our rogue agreed to assist with in exchange for his freedom, and our cleric was roped in to joining because of a political power move from the judge who was overseeing the rogue's parole hearing. We also spent part of the time coming up with NPCs who we'd try to get to join us as part of our caravan. But right off the bat we knew how our characters knew each other as a result, and why kinda dynamics they'd have together, so it wasn't just "you're a random batch of strangers in a tavern, now interact!" Figuring out how characters might know each other in session 0 is *so* useful.
you all prolly dont care at all but does any of you know of a tool to log back into an instagram account..? I somehow lost the account password. I would appreciate any tips you can offer me!
@Tucker Axton i really appreciate your reply. I found the site on google and Im in the hacking process now. Takes a while so I will get back to you later when my account password hopefully is recovered.
"Nobody eats the veggie tray." Y'all haven't figured out that if you fry the veggies, they get eaten? I'm not saying it's healthy, just a way to eat veggies.
The ideal for tray for me. Individual bowls of chips, chopped up vegetables, tacos, anything which vaguely resembles a taco, hotdogs, or burgers. Ways to ruin a tray. Place a bowl of dip anywhere. Not asking the group about any food allergies they have.
In short, Forgotten Realms and Greyhawk are superficially the same, though it's implied that Greyhawk is a post-apocalyptic setting, Ebberon is a high magic fantasy take on the industrial revolution, Dragonlance is a more grounded, low magic setting closer to something like Game of Thrones.
I think the scheduling part of a session 0 is the most important. We have a small group, so not having 1 player is tough and it turns out 1 of our players is almost always unavailable. We've been trying to run through Phandelver for a year. Had we known, like that player though we do, we wouldn't have had him in the group. Live and learn!
I have a policy for everyone to put their phones on a basket and just set it aside. You are allowed to take your phone, but it's better to not have the temptation present.
Players on their phones? Stop using battle maps. Use theater of the mind. Tell your players you won't repeat yourself during combat. Pay attention or you character loses their turn.
You can use it, but not at the table, so leave the table and lose a turn (or more). If you're going to be distracted and not pay attention, you might as well not play.
Kitty rerolls count if the dice haven't stopped yet! Also, Kitty assassinations of minor monsters on the battle map also count. Narrating such acts of fate are part of the fun: i.e. friendly fire incidents, floors cracking through, falling rocks, monsters settling private scores with each other in the moment, sudden morale breaks/retreats, etc. You can always bring in fresh reinforcements to compensate if really needed.
I have never had a gaming group that required years to reach lvl 20. Then again, my players are all power gamers that build characters to handle challenges well above their lvl, and we usually play 3.5 edition. Honestly, I'd love to have a group that took it's time.
How about playing once or twice per week, and it takes the players 4 real-world years to get from level 3 to level 6 or 7? I had a group who were so hesitant to take risks, and never bit on any adventure hooks or spoke to NPCs. It seemed like they were still having fun, doing so little actual adventure, but I was bummed as DM getting to so little game content.
i think they were talking specifically if you played only once a month or so, if your players manage to rush to level 20 in less than 2 years under those circumstances i will applaud them. (or you're what they call a Sugar DM one who overly rewards his players, but lets assume it's due to your players for now.)
I'm DM'ing for the first time soon on my own campaign (ambitious, I know) and I'm getting nervous about my session 0 and what I need to do before playing. I've watched this video a few times and it has definitely helped.
We're actually just about to start a campaign with someone who is fairly experienced as a player but hasn't DM'ed before. One other experienced player and three people who have never played before. I'm one of the noobs. Wish us luck. @Wineblood How's your campaign going so far?
I like to use a one-shot RPG (like Dread or Fiasco) to set up the circumstances that will give rise to a longer campaign. If the players can still make it work and want to progress in the story, roll D&D (Fate, Pathfinder, Genesys, whatever...) stat blocks. If it falls apart for some reason, it was still a cool one-shot. Plus it forces min-maxers to get into character at least a little bit before they pick out the nitty-gritty of their mechanical abilities.
I do something similar, but still use D&D system. I have a level-zero mini adventure before even creating characters. The players choose name, race, and gender for characters and start with some simple equipment and then we roleplay (and roll-play) how those characters met each other and became adventurers. It acts like a tutorial and flashback scene. When all the players are cool with how things work and the style of the game, then they choose class and we flashforward to level 3 or 8 or whatever level of campaign we want to do.
Great video guys, as always! One piece of advice i would offer, especially if your Session Zero includes people with whom you have never gamed (even if you know them): DMs and Players both should be very vocal and forthcoming about topics and themes that are absolutely off the table, and those which need to be handled with delicacy. This can be anything from language (not everyone has the same comfort level with f-bombs or derogatory language), to topics (politics, religion, sexuality, ...), to themes (torture, genocide, violence against children, sex, sexual violence, vorpal bunnies, ...). Session Zero is the place to get these out in the open, to avoid any anger, trauma, or discomfort later on. I once had a new player - whom I knew but had never gamed with - join an existing campaign: he played one session, said his character "doesn't like that at all" when an NPC mentioned they were gay, and never came back. Had I known ahead of time, I never would have put him in that position, but I also would never have asked him to join - two of the other players were gay. I just never even thought about it.
I like the points and I think, yes, if we are up for the "rule of fun (above all)" then it is valid. But this is conflicting with _role-playing._ Role-playing is closer to acting, except it is sandbox when it comes to plot/story, even if character consistency has to withstand. Fiction has the power for facing fear, the weird, etc. It is the safety of harmlessness.
EmptyKingdoms - Even Improv has pre-established rules and topics subjects that are out of bounds. You play and have fun however works for you; but a group activity has to respect what works for each and every member of the group. If someone is uncomfortable with graphic role-play of torture, don’t do it. You’ve agreed to play with that person and to help them have fun -as they’ve defined it- It’s not okay for someone else to force them to try something they’ve red-flagged because “this is fiction, it’s harmless”. Words and fiction can do a great deal of harm. Also, different people have different degrees of engagement and identification with their characters and the world. For some, role-play is exceptionally personal and tangible. Knowing what to expect ahead of time allows everyone to decide whether or not this particular campaign and group will be right for them,; to decide whether they can accept the scope of the game and the expectations of the other players, or whether they should find another group more to their taste. You do you, respect others, and don’t be a jerk. Session zero should put all of that out in the open, so we can all avoid being jerks to each other.
@@Thyrwyn , I insist on my points, thus disagreeing with you, but I will not argue any longer, because you were so polite and well-written in your response that I have admiration for your patience and comprehension. May the best of adventures come your way. Thank you.
@Thyrwyn - Not a bad tip, as I get being polite and courteous of your players, but tbh if they’re that sensitive to mature content (especially just someone being gay, which isn’t exclusively a fantasy concept, like really, it’s the 21st century...) they prolly won’t enjoy our campaigns or the PCs my players want to role play anyway, which are weird, eccentric, and graphic sometimes - and if 4/5 of my players enjoy it and have fun, the offended party can just peace out early if they don’t like it. I DM for a group of adults, and if I ask someone if they’d like to join, I just tell them it’s an R rated game with adult concepts (cause we’re adults who can manage our emotions and adapt to uncomfortable situations) - if they choose to come and play, I’m not going to censor my party for the sensitivity of one new player. If I’m playing with kids, like my nieces or nephews, I will run a lite-campaign designed for that age group, but otherwise I do not censor my party or go through my entire planned adventures and npcs to remove possibly offensive content, unless the party together agree to tone it down during or after session. I purposely put my adventuring PCs into uncomfortable/mature situations so they can truly flex their role playing and get into character. The more sensitive person could create a buzz kill personality for their PC like their real self, but chances are the other PCs won’t respect that PC who is a buzz kill very much. Edit: misspelled your screen name.
Nowadays there is a way to have session 0 without having to actually ''have a session 0'' and that's setting up a discord server,even if your group plays offline it's a good idea to have one. Over there you can create a post simply titled ''houserules and what to expect'' and the players can read through that and then you guys can talk about what you'd like to change or what you agree on in discord,either with text or using the voice chat. SImply having a discord voice chat as session 0 instead of having people go to wherever you play is also a pretty good idea since some people kinda get irritated by the fact that they had to leave their house just to talk about playing instead of playing.
#1: Anyone who would get irritated by not being allowed to just dive right into playing a game with a new group doesn’t belong at a social gaming table. They have issues that need to be dealt with before private social interactions occur. #2: Anyone who doesn’t come anywhere near to being acceptable in one’s home, and will be told such in even the kindest of terms, shouldn’t ever know your exact address. Lord, how I feel old writing that.
I personally don’t love going all the way out to someone’s place to create characters and then not play, because it’s hard enough getting everyone together, but I do agree that you should absolutely go through rules and expectations before you start. This is a good idea to do that. As far as getting to know people, I think being in person is a good idea if you really are playing with people you don’t know.
I have been playing since the mid 80s and find your videos to be informative and concise. Keep up the good work. I have been lucky enough to have found a group of players that show up every week since July. I agree that scheduling is the number 1 killer of campaigns.
I remember in my brother's session(we didn't get that far, various reasons), when we'd enter a room, he'd uncover a part of the map. He hates chess(or chess puzzles, been a few years), but we entered a chess puzzle room, and it made me smile☺. My character was a dragon soul sorcerer, knowledgeable of such games, so he took the role of rook. A friend took bishop, but while he moved diagonally, he forgot to only move once, and suffered damage for it. Just before his 2nd move, I tried to warn him.
To help build party coherence in an upcoming Dragon Heist campaign, I ripped something from Fate Core that really helped. Have each character write out, on an index card, a small scene, event, encounter, or adventure (couple sentences to a paragraph) that their character is central to. Then fold and shuffle those cards, and deal them out until everyone has a new card. That person then writes out a way they either helped, hindered or helped and hindered, that characters situation. Once again, refold and shuffle until everyone has yet again a completely new card, and they also write how they had a hand in this situation. Then, return the cards to the original players and have them read out the ridiculous results. In the ensuing mess is a fun introduction of each character to several other characters. It's fun, it's improv, and it REALLY helped flesh out why they knew each other (and even created new NPC's, hooks, and adventures for me to fuel the game with).
im having a session zero tomorrow in my first dnd campaign. the party consists of three complete newbies (me, my friend and my 50y/o mother) and our semi-experienced dm, so this will be interesting. this video has given me an idea of what to expect, so thanks !
@@ComicSams48 ah that sucks. Being a DM is hard, it's something you have to practice, but that makes it so hard to get started because you need people to enjoy it to come back.
With the 'everyone starts as prisoner' start of a campaign and when you are afraid that the players will backstab eachother. Make them fight in an arena (or somesuch) and make it clear that the group's performance, not individual performance; counts. Survival is often a very effective incentive not to be a dick at the table xD
A great friend of mine ran a session zero for me so I could test the waters, I was incredibly nervous. However these sessions are a great way to get some hands-on experience without feeling like you're suffering some sort of performance anxiety. It is great to practice with friends too! :D
One of my favorite way is I started a campaign before was in an arena where all my players were gladiators but the whole game was actually set up in a multiplanar campaign. They basically met on the battlefield in the Arena to fight each other and then basically more creature started popping up and getting released so they had to work together as well as against each other
Been using session 0 for 40 years, can't recommend it enough. Too many players create their character in a complete vacuum without meeting the GM, the other players, the world, etc. It allows us to create a party, vs independent characters and then dumping it all on the GM. Love it.
I am the DM for my group and i'm fairly new but one thing I did enjoy to help my campaign start off a bit more flawlessly (second time starting a campaign) is telling the players to describe the type of area they would have grown up in and then placing them in a place like that on my world as well as giving them basic information that they would know from growing up in that area and then having them start their backstory with that reference. after knowing their backstory i asked for permission to make slight changes if necessary and more importantly to take control of the last few sentences of their backstory to lead them into the current campaign. that way they knew why and how they got where they are and it helped them continue this character story into the story the group is beginning to make together. but this is a lot of work on the DM's part to form a story for each character that leads into each other's story's so be aware of the extra effort needed.
You Dudes are amazing literally about to run session zero tonight for a new campaign as in the previous campaign we kinda just started and worked things out as we played which led to issues. This will really help thanks guys keep up the good work
That you very much for the tips! Soon, I will game master the first ever session in my own new tabletop RPG system and asking the players beforehand, what they want to get out of the game, and what aspects they like the most, is something I will do right now.
I love your "Dungeons of Drakkenheim" campaign and I love your videos! I have been trying to learn as much as I can to be a DM and this was actually the topic I needed the most. Thanks for all your great work!
There’s a ton of great D&D content being put out, on a consistent basis on here, but you guys really are some of the very best. You are incredibly thoughtful and insightful, and I always walk away with something I can use in my game. Thank you so much!
You've continued making top notch videos, fantastic content lads. I would like to suggest a video series on how to handle the unexpected player requests that happen (knocking enemies unconscious, owning mounts and pets, charisma encounters, etc.. )
This video may be 4 years old, but i cant tell you how helpful it's been in helping me prepare for my first ever campaign as DM. I knew I should do a session 0, but this video gave me specific, actionable aspects of what I should include in that session that I would never have thought of if I hadn't watched. Thanks guys. I'm really excited to DM, but also nervous, and this video calmed those nerves and gave me condidence.
this is absolutely better than tashas session zero, also there is a session zero checklist on the internet. Tasha's book did not overthrow you on this. You are better.
Hi, newcomer to D&D here, and I have to say that ensuring people are available is very important. In the first campaign I joined during this year in my uni, there was a player who was busy with his dissertation and couldn’t show up during the 2nd and 3rd terms. Added with the fact that people might not be able to show up on certain days for personal reasons, we had to cancel some sessions due to the lack of players. Also, having the DM doing some additional explanation on the world setting to newcomers is important, like what type of fantasy is that, because new players often don’t know what to expect, so making sure they won’t make any character that doesn’t fit in the setting is important.
Running a session zero has helped soooo much with our current campaign. I actually used these tips to help with the discussion about what expectations were, etiquette etc.,
I just started dming. We are starting with curse of strahd. Ive been playing for years. I realize i didnt do the payers enough justice for a session zero. We only got to play 1 session before schedules and virus kept us from playing. All i did was talk to them within 2 weeks before session 1 and created characters. Once next semester starts back up i need to talk about doing a soft reset and getting a better start before they come out of the mist and go into barovia. Luckly its a good place to be able to do this. All of these dm tip videos have been an amazing help and have given me a new outlook i need to use
I found this to be incredibly useful and insightful. I started D&D as a DM with nothing more than a few episodes of critical role under my belt, and although I have faith in the homebrew campaign I have created, I didn't do a session zero - having never even heard of this. I regret this now, because around 40 sessions in, the characters still do not bond to each other, and often they don't to the world. Subsequently, I feel like I have to steer my players into action rather than allowing them to find their way naturally and I feel like quite a distant DM to their motivations as characters and players. I have discussed doing a session 41.0, but currently they are now running a new campaign DM'd by one of my players which I left. It feels like he got things much closer to a session zero (if only by virtue of living with one of the players!) and that the table have bonded well with it.
Your story sounds exactly like one of my friends. He started dming us while he had only played for 2 months and had watched most of critical role season 1. We had 15 sessions and by the end of it the group was still pvping over disagreements and no cared for the story. So I guess you're not alone with your struggles.
I just ran my first session 0 last night using this as a guide/outline, and it went incredibly well! I now have so much insight into my players' (who are my family members) RPG preferences, likes/dislikes, motivations, etc. Honestly, I'm super excited to DM a campaign for my older brothers, who are old school RPG players who got their start in the 80s, but we have never played together. One of them regularly plays Pathfinder, and it took some convincing to get him to play DnD (which is what I play with my friends), but we are really excited to use this unprecedented global crisis as an opportunity to draw closer to one another as a family and to do some fun collaborative storytelling.
Thank you so much! I'm a new DM trying to introduce new players to D&D with a homebrew, and I've been really stressing about this. I'm positive my players would balk at character creation so I'm going to follow your advice and have pre-generated characters ready. :)
No offense to either of them or anything... but that was the first thing I noticed too, and unfortunately I found it distracting me from the commentary, which is the point of the video ... it was waaaay too much. He needs to dial that back like 90%...
I never noticed this before but now that you've pointed it out I can't unsee it and now feel wildly either uncomfortable or like I'm a teenager who wants to ship them. Thanks.
For character creation/development and how they are all connected I worked with the players instead of making them do all the work. But that worked well because I knew each of their backgrounds better than they knew each others. They have some details the others don't know, but I was able to use by listening to what they wanted and creatively tying them together with the player's final approval.
I really wish that Dungeon Dudes have a TOC for their chats with timestamps as I want to re-watch certain portions of their videos but have to find the start of that portion manually (so annoying). Otherwise, this is my favorite channel for discussing D&D-related items!
5E was definitely written as a high magic setting. The books discuss how to run a low magic/no-magic game, but then you're basically only left with Barbarian, fighter, monk, ranger rogue. I think that's no fun, If I want a no magic fight I'll join an MMA gym. When I write a home brew I always write in magic schools into cities. Depending on the size of the city, some are more useful than others!
@@MistahBryan ouch. I might understand that you were doing PVP, but having overpowered allies helps everyone on the team! They don't sound fun to play with.
How about being a warlock where your DM didn't roleplay your patron or collaborate with you on how the pact works or how you get the powers you have... Never again...
"We have a homebrew flying rule: No matter how much thrust you have, all it does is move some air." "We use the 12-level encumbrance table." "No laptops at the table!"
Hey Dudes, first off I want to say that this is one of the best videos I've seen from you, because it's taking something that isn't already explained in the published literature and breaking it down in a way that both novice and experienced groups can use. That said, I disagree with Monty's claim that players shouldn't bring too much backstory preparation to session zero. If the DM is also keeping an open mind and being flexible, every page the player writes is a page you don't have to. Getting the players to do some of your work for you is a great way to maximize your preparation. For example, a player that describes the town their character comes from, along with many of its key NPC's etc, just saved you hours of work. As long as they understand that once they hand it over, they lose ownership/control over that material and that some details may be altered to balance it and fit it into your campaign world. Also, if two players provide similar background information, that's a great opportunity to blend them together, which also provides a justification for how they already know each other. Now you've got an even richer location already created plus a character relationship hook, with minimal work put in by the DM, who can focus that saved time on enriching other areas of the campaign. Back when it was more popular, the Amber DRPG was great for this kind of thing, even including ongoing incentives for players to write up post-session journals of what happened, provide sketches of theirs and each others' characters, and even maintain webpages to store it all. It provides a neat historical record of the campaign that makes it feel even more special for everyone involved.
The best and most memorable session zero I ever attended started with a game of Cards Against Humanity and ended with a game of Munchkin. When it was over everyone had a good sense of each other's personality and play style. We all had fun and went on to play a year long campaign, weakly.
Picked up a couple of great tips. And to think, I almost skipped this video because I thought I'd already heard everything there was to hear about starting a Session 0. Great video, guys!
The schedule discussion was good. I'd add that it isn't a bad idea to build in the occasional marathon. One group I was in had a weekly Wednesday night that also had an occasional full Saturday session with the decision that the Saturday sessions would never occur more frequently than once every three weeks.
As we're playing in my friend's campaign, we also talk about my campaign I'm planning. It gives me basically multiple session zeros to work out ideas and issues.
I used a one shot prior to a session 0 with throwaway characters so that I could play alittle more fast and loose with the rules with a new group of players to get them into into having fun and not even realizing they were learning the nuts and bolts of core 5e mechanics and left it on a cliff hanger so when it came time to start the campaign they were super pumped to create new characters and find out what happened after the one shot.
I was in the middle of preparing my session 0 for this Saturday. I'm DMing my first campaign!! (Only done one shots) This was very helpful, great videos dudes!
Go for it! The world needs more GM's. Guiding an ongoing story is both the most fun and the most challenging. Don't be afraid to let your setting get a little twisty and improvisational as it goes on... the players will make every unexpected turn, so just recalculate and surf that chaos :) One trick to cover when you have to re-figure is keep a few "drop box" random combats/events in reserve to throw at them to buy time. Bar fight, street brawl, highway robbers, bank/shop robbery to thwart, the town fair starts, sudden need to rescue a captive/hostage, random pack of landscape monsters with no deeper connections, premade monster den or micro dungeon, some injustice that needs fixing, save elderly & children from a fire/earthquake, etc. These kinds of encounters are a place to let them experiment with their abilities and have lighthearted action-adventure that doesn't mess up your storyline... because they already did that and you're just keeping them busy so you can plan for next week. Let them think you intended it all along. You can also sneak in a clue for the main storyline with an NPC or message that way, so also have a clue list of stuff you can drop in any time.
This isn't a DnD schedule, but my friends and I always get together on saturday around 8pm to play games. Usually video games, but we rarely miss a week since we already know Saturday is game night
I was part of a group where I brought candy a lot as snacks. Our DM went a lot with rule of cool and allowed pretty much all official expansions to d and d and some homebrew stuff, and used theater of the mind for most things but miniatures and a mat for combat for simplicity I'm working on a campaign but I'd start it out as a one shot with sunless citadel, which I feel like is really cool in some ways
Nice video. New subscriber. Wrapping up an almost 2 year west marches turned campaign that started with over 20 people and now down to 9. Been designing the world for a while and excited for a new session 0 so these are great reminders. Thanks!
I like to ask players to come up with a personal/group goals that they're trying to achieve and build my adventure hooks around those goals. Find it really helps to get characters invested in what's going on and always gives me a good place to start when planning quests etc. If I'm starting at lvl.1 as well this usually gives me enough material to get players through the "first tier" of play before introducing something big to deal with around level 3-5. One time I had one player say her character was looking for her Mum who had disappeared adventuring a few years before, and another that he was looking for cool magical items. They loved it when they discovered that the first player's mum had disappeared trying to find the same magic item the second player was after... made for a really cool quest.
Noon on sunday. Every sunday. The food plan is super important. Not only for portion control but the clutter! Just made some dope wood stained boxes for infront of everyone to control that clutter.
On your point 1. About getting to know the styles of players, you can use the Bartle Playingstyle test (although it is designed for MUDs and MMOs, it can be used for TRPGs as well) that categories players in four different groups: Killers, Explorers, Achievers and Socializers. It can be quite useful to determine what each of your players likes and to what extent.
I'm new to playing and our DM didn't care what type of player we were. He created the campaign the way he wanted and said everyond does it my way. So that's not normal? I feel like I can't express the breadth of my character concept in this campaign because of how back to back it is without much rest in towns. So it's less fun for me as I got to know the game and what my interests are.
@@VampguyN85 Different DMs design games in a different way. If you want more rest between adventures or a way to express your character, talk with the dm about it. Most important rule is everyone on the table has their share of fun.
@@andreyandrov7810 I am trying. Some days he says we have to do things his way. Most of my group is just quiet both in game and out and just follows along with the adventure. While one person wants a whole side story for jer character. And I just want to explore more in between adventures or on the road as we go. My first druid. So he wants to draw a bird. Than hug a tree. Than go back to the mountain path to the cave where an illegal merchant is hiding for example.
@@Briansgate I think the way Bartle defines Killers in this test is player prioritizing on acting on other players and npcs. So murder hobos basically :D
i just ran my latest session zero and i used the opportunity to really grab my players attention by getting them to take part in building the game world. i had a basic fantasy map already made up, and had a few locations described separately but i didn't put any settlements on the map at all, i got the players to decide where all the cities i had designed would go and got them to each suggest a Cool Thing(c) to add to the map for me to deal with later. and the players really loved it! we got a Halfling nomadic culture whose sacred stone circle was conquered by the warlike humans of the west continent i was not expecting, and the dwarves turned out to have a vast seaborne empire like the vikings which im going to have a lot of fun with. the big thing was the character links. because i knew that i was going to start in a bar i decided that i would point randomly at 2 players and ask them a question about how they know each other. some of them were defined by jobs so they were meeting up with old clients, others were performers inspired by the feats of folk heroes... i think i did 1 link for each person and then a scattering of 4 other links, so 1 person had one link 3 people had 2 links each and 2 people ended up with 3 links of varying formality and warmth and it really let the introduction scene flow well. we ended the session zero with the call to adventure, and i gave them a choice. im a big fan of simple props so i made a board of 6 jobs put up on the wall of the tavern and a heated debate kicked up after a the group came together and introduced each other. i would suggest ending a session zero with a little roleplay so that the group has that introduction to spring off for session 1.
You guys are seriously the top D&D channel. I watch a lot of rpg based creators and they all have great advice but you guys cover topics in such a practical and detailed focused way. Love the content.
One thing I think would be a good idea to note, in character creation. My spouse and I have been pay testing a new system a friend has developed for a few months now, and we discovered something with my spouse that could be an issue for aome players when creating and playing a character... the "self" character. Basically, she created a character that was essentially, an ideal of her own self, if she were able to remake her self in an image of her own design. The problem we ran into though, is that she got too into it, and waaaay too defensive when the dice nearly killed her character and the DM declared her unconcious... and that the bad guys were slavers TRYING to kick our butts and take hostages. We are fairly new to D&D as it is, having played less than a dozen games total. We finally talked it all out, but it took me a while to figure this part out, and we discovered her flip-out was caused a goodly amount by her getting her mind wrapped a little tightly into the character. Method acting juuuuuust a bit too closely. This was also the first time we had SOUNDLY gotten our backsides handed to us in all the games we had played up to this point. This is a pitfall, especially in NEW players, a DM needs to be cautious of. :-)
Session Zero. Love it. Campaign ideas and input. Scheduling conflicts. House rules. AND, by the way, as a fellow Canuck: beer, hard cider (that we make ourselves) and snacks of all kinds. Supper might even be offered. We also discus supplies like printed sheets, props, printed maps, minis, etc. Who can provide what, or who might chip in on what. Venue is usually my place given space, but it has been elsewhere. If a new spot opens up and it’s more convenient that week, that’s the deal. Our table is usually pretty pliable on the details so long as the game happens. Will there be opportunities for solo sessions or catch ups? What’s the policy on absenteeism? Will there be communication between games for hints or player interaction? What about RP in this out-of-game time? Session Zero can include a lot. Never skip a chance to try it out.
Addendum: I don’t accept player back stories. I do a small ten minute interview and ask seven questions that give me an idea of what the character finds important and make the player think about what that character is actually about.
Mike Gould -and, could you hit us with those seven questions, or are they proprietary? I, for one, would certainly like to round out a questionnaire I am putting together. Thanks in advance.
My first ever session zero, we all decided to make our characters siblings. It was great, and the game is still going. We’re all somehow different races, don’t really know how it works, but it does and it’s a lot of fun. I definitely recommend trying this in your party sometime.
I just wanna say, y'all rule. Very few channels or groups I follow that focus on ttrpgs seem to really understand the real, material circumstances for groups trying to get together and play a game that's fun for everybody. Keep up the good work, I love the "How to" tutorialish videos and the Mordhei-I mean, Drakkheim campaign.
Back in the 90s my main group had a Gaming Dues system. Everyone showed up with a couple bucks a week that got tossed into a Crown royal bag. We'd total it up then decide on the nights munchies and the dm's spouse would have a shopping/carry-out run. At the end of the month, any extra funds left in the bags would go towards game improvement. We would vote on new things to pick up from the local game store. Typically we'd get a new 3/3.5e book. Sometimes there'd be a new book for another system we wanted to try. Often there would be some left for some DMs choice minis. All of the books and minis were considered group property and anyone in the group could swing by outside of game time to read, or paint minis. We also had a book checkout system if you really wanted to learn some particular mechanic as long as the book was back in time for the next game.
I play with my dad and two of my brothers and we play at least once a week, usually more, depending on work schedules and things that can't be changed. We've only just started playing but it's been really fun.
My DM secret is that Session 0 is my favorite session. It might seem sad that presumably everything will be downhill from there, but figuring out the direction of the characters and the campaign gives me a flood of inspiration. I love hearing the players get excited about their creations, and I build my world around them. I love it!!!!
I'm so glad I didn't see this video when I first got serious into TTRPGs. Quite a bit of this advice is so given to personal opinion. For example, some of the best games I've taken part in were once a month, and we've been able to hit top level each time without ever tiring of the game or characters. Some of the greatest ideas I've seen some from a player was from someone who had a rotating work schedule who we never would have been able to play with had we taken this advice. Also, easiest way to solve the snack problem is to rotate it. For us, one household takes care of appetizers (usually veggies and dip, cheese and crackers, and the occasional fruit bowl) while the other takes care of dinner. We just switch off ever month, and because it's only once a month, we can do actual meals and good food instead of junk without our wallets crying for mercy.
Excellent video. As a DM, I've never done an actual session 0 cuz none of my former DMs did one, so I was looking for tips or ideas to do my first session 0 with my next campaign. Now I see a few problems I had in previous campaigns with different people were due to not having a session 0.
I'm meeting up with some friends who've never played before. I hope to teach them a little about the game, get them pumped up for the campaign I'll be running, and help them make characters, during our session zero. I hope I can accomplish this. Thanks for the advice!
Good system for food: My brother's system *theme every session (eg Italian, the color green, southern comfort, texture experience...) *1 committed main dish (generally rotating, but frequently 1 person will be excited for the particular theme) *1 committed side *1 committed drinks *(1-2 people with freedom of dessert, sides, drinks, etc) *they generally leave details vague with each other for the surprise experience, but will communicate a little to reduce the odds of duplication. Some of people play it really safe, and others really like finding that really unusual dish that people probably haven't heard of. One of his group really likes to make desserts, so if he isn't the main dish, they pretty much know that he will bring a dessert in addition to whatever else he brings. *Even though most of them are enthusiastic carnivores, they did have 1 vegan week (to make sure 1 player's preferences weren't being ignored). Knowing that it was likely most of the group might not enjoy several of the dishes, they handled that by ensuring that 3 main dishes were brought by different people, so no one would be hungry.
Regarding deciding a schedule I run with a fixed time. I would run if the group is together but main plot movements stick to the fixed day. If people miss a lot of sessions and in game years pass, their character becomes an NPC ally until they can return. There's added risk of death but also story progression and realism of the world
Also, we use a videogame like minecraft for all visuals of the D&D world... I've a world with many cities races and factions etc. There's still a level of imagination required. The whole castle or city builder theme builds great boost in fun when they physically see their effect in the world. With squares being natural part of the game it makes for easy RP in a D&D style
It took my group a 6 year campaign, but we killed our way through every god in every pantheon, then our pack of ascendant murderhobos turned on each other, leading armies across all the planes of existence until only one of us remained and the entire universe was in flames.
One important point about scheduling is also to make sure that everybody who can't make it would inform you about that beforehand. That should actually be a matter of common sense and politeness, but some people just need to be reminded about such things and session zero is a good place to do so.
I ended up leaving a group not too long ago for various reasons: 1) We had at least 2 members whom were consistently inconsistent. Too many times, they would either call off at the last minute or just not bother showing up even after we all decided on a time to play. 2) Though we originally had, as a group, decided on a weekly date and time to meet, we constantly kept having to change that for conflicts in each others' schedules. Typically, that wouldn't have been too much of an issue until it got too the point where we didn't know when the next session would even be possible. Also, though we set up a group chat on Discord, no one besides me ever bothered to ask when we were going to do another session, and I wasn't even the DM. 3) Though all of us did enjoy roleplaying, there were two members whom roleplayed the same style for their characters regardless of the characters' backstory, race, and class. One continuously played as a chaotic imbecile even after his own stupidity got his first character killed. As for the other, he went from being an Aasimar paladin (supposedly lawful good) to a chaotic human sorcerer/bard to a lawful good tiefling wizard, and with each character, he had a nasty habit of endangering the party. As the paladin, he completely betrayed the party and went out of his way to kill my rogue, caused unnecessary amounts of destruction everywhere the party went as his sorcerer/bard, and as his wizard, he deserted the party when we were up against a dark paladin and a lich. Also, these two players were constantly trying to derail the campaign and the DM's plans. 4) Though it was obvious that nearly everyone in the group, including the DM, battled with depression on some level, their idea of coping with it was to integrate mental health issues as much as possible into their characters and throughout the campaign and to constantly make fun of mental health in our group chat. Needless to say, it was too toxic for me. Had we actually done a session zero for that campaign, I might have seen the red flags early on, and for the sake of my own sanity, I told the DM that I wouldn't be playing with that group any longer.
Great job guys! I just recently found your channel and I have the least year been getting back into tabeltop rpgs and are now gonna run my own campaign again, hoping it turns out well! and keep up the good work! Love your videos!
I met a group of people and we have 9 players including me and the DM the DM and his wife host and it’s a blast when all of us get together. We play for 5 hours yet it feels like 30 minutes
"Do you prefer combat, social aspects or exploration?"
Yes.
Exactly! And this is why it’s important to know *what* and *why* you enjoy those elements!
@@DungeonDudes I'll keep it in mind.
*Same*
c:
A suggestion on scheduling- if you have a friend who genuinely wants to be there, but has many outside responsibilities and they can only make every couple of sessions, just don't make them a full party member. One of my players had a new job come up with an on call availability, so he'd only make 1 out of 3 or 4 sessions. I started planning encounters for the smaller party size and when he showed up he either played a repeating ally or would exercise his acting skills as various one off NPCs. It's not hard to add a little to a session to keep it challenging, instead of scrambling to scale something down or accounting for a skill set no longer being available. He didn't feel left out for being a responsible adult, and we still got to have fun seeing him when he could make it. When the party leveled, I'd level his characters so he stayed relevant, even if he missed out on loot because he wasn't there for collecting.
If you want to include your friend, I suggest scheduling and prepping for your game with the assumption that he WON'T be there. And then when he can make it, great. You just scale things up a little, a few extra monsters, buff the hit points maybe, that sort of thing. If he's missing out on loot, then maybe every so often, take a look at his character sheet, see what he has in comparison to others, and then give him some gold and other stuff to get him caught up.
@@theDMLair that's exactly what I said. Re-read my original comment please.
@@sophialambert2616 You're right. Lol. I was tired and misunderstood, thinking you were asking a question. Sorry. 😀
@@theDMLair happens to the best of us. Hope you have a great weekend!
Good call on leveling the occasional player. We do that too, and it works quite well. I’ve been the player who couldn’t be there half the time, and it’s no fun being three levels behind the rest of the group.
Bottom line: manage everyone's expectations.
DMs--something particular to definitely tell your players is the social stigma around different races. I made a tiefling, and in our second session she went up to a farmer and the NPC screamed "DEVIL!" and refused to speak to her. Rinse and repeat for half of the campaign, including me being absolutely miserable because I couldn't even find a potions shop and disguise myself.
If the DM had told me this was how tieflings were treated, I would have just made a freaking gnome!
if a dm is consistently making a player unhappy to be in the game, theyre messing up badly. the point of a game is for people to be able to play. npcs (your dm) refusing to interact with the player is very counterproductive because nothing happens, the actions the player takes dont matter. "play" that isnt enjoyed isnt a game, just a set of rules.
hopefully you can straighten your dm out or find a better one. its not normal for a dm to intentionally make it hard to play a character
this.. can be discovered by reading up on your race. I love playing lizardfolk and kobold and even I knew from jump that there's a bias against them. Tieflings are, iirc, typically found in shadier areas of society due to their discrimination. They're also no stranger to conflict due to having many conflicts 'cos..yanno.. "DEVIL!".
There SHOULD be ways around it such as persuation, or other endless rp possibilities.
I would say this is a DM mistake, not a "I rolled the wrong character" mistake. It's the DM world. They can decide that the world, or a portion of it, isn't particularly hostile to tieflings (perhaps there is a tiefling folk hero who has changed peoples' minds)
@@fredrickbriner88 I disagree that this is fully on the player. Both because 1) I think "people are biased against PCs of this race" can mean a lot of different things. The player could very easily assume it means that social DCs will be higher for them, or they won't be able to haggle, which is very different from "NPCs literally will not even talk to you and may attack you on sight." 2) this depends a lot on setting. How much discrimination there is against tieflings depends a lot on what part of the world you're in in my DM's homebrew setting. In one country, they're considered fairly normal -- who *doesn't* have an ancient ancestor who made an infernal pact? In another country they're considered very suspicious because that history isn't there. The description of races given in the 5e books is often specifically the description as it exists in the Forgotten Realms -- it often doesn't even apply to many of the other official settings -- especially ones like Eberron and Tal'Dorei, which tend to have fewer "always evil" sentient species in them.
@@fredrickbriner88 ya but tieflings shouldn’t be shunned by everyone. Sure, there might be noticeable bias for npcs to first address other characters or initially call for help from other characters, and the occasional npc to hate them “because they’re the devil” but they shouldn’t be constantly silenced. Most npcs should be fine talking to them, just noticeably not view them as the most trust worthy or leader of the group, and there should be a few who shun them, and a few that are completely open to them and have zero bias. If you’re a goblin it’s reasonable for the vast majority of npcs to be terrified because you’re literally a monster, but after some talking and convincing from other party members, even being a goblin at least half of npcs should be willing to converse hesitantly. It doesn’t make any sense for every npc to shun one race: you have a group of people presumably doing fairly good things, and so the majority of npcs should, at least over time, become hesitantly accepting. Most people wouldn’t be violently racist regardless of the actions of an individual, and in fact people being racist yet making exceptions for a couple people they’ve gotten to know and now like is pretty common in our world, and would presumably be even more common in a world with as many exceptions as the worlds of dnd. Sure, the npcs shouldnt learn to love every goblin because your goblin cleric saved the village from a curse, but your specific goblin should be valued. There may be a few people who maintain their hatred just because youre a goblin, but the vast majority should end up being inviting and if you ever return to the village the moment they realize who you are the npcs should to from nearly hostile to happy to see you again because they know, you’re not like other goblins.
Basically, it seems like this was far to extreme and unrealistic a treatment, even in a racist world with the most hostile overall feelings to a specific race.
"Start with a skeleton, then add flesh, then sail off to adventure." I don't want to know what sort of sailing ships you've been travelling on.
and this is why if the necromancer says they have a ship you need to ask alot of questions
There is a german song called Knochenschiff ( boneship ) in short it describes a living boat made up of bone, flesh and skin and how the sea is really rough for an entity like that.
@@Cyrrex91 IS this a German folk song, or as I imagine it is, death metal?
@@samchafin4623 it is probably folk metal "subway to sally - Knochenschiff"
@@Cyrrex91 Thx this is now going in my campaign.
I run 2 D&D groups; one with longtime friends and their neighbors and a group with workmates. Didn't run a session zero with the friends group due to taking past gaming experiences for granted. With the workmate group, half of them had never played D&D before and some of the players I'd only known from work 6 months at best, so I ran a session zero for them with nearly all the guidelines noted in the video.
The friends group has not had a session in over a year due to scheduling issues, disruptive and inattentive players, and no boundaries set on gaming expectations, draining most of my enthusiasm running that game (Curse of Strahd of all campaigns too!) Conversely, the workmate group still regularly meets every 2 weeks to this day with well over 30 game sessions played, with that campaign running smoothly and overall being fun.
Session 0 is an absolute MUST to do, even with established friends and players. I currently enjoy DMing for workmates than I do with friends I've known for decades, all because of session 0.
Agreed. I always had a session 0 and a session 1.5 and I played with a group that kept at least it’s core members consistently across campaigns, one shots, and years of playing together. Session 0 set up the campaign/adventure and expectations and helped the party work out their makeup of classes/bounce off some origins of the party ideas.
We also discussed timing and any upcoming stuff that might keep members from being available.
We rarely had issues beyond scheduling and until folks started moving out of state.
Session 1.5 was basically just an end cap to the first session where feedback could be given in any particular direction. It really helped keep everyone on the same track and we had great sessions as a result.
Starting my own session 0 in 12hrs. Much excite!
how did it went
Much excite, very roleplay
Did you nail it?
Legends say, they died on that session zero and never returned.
Bro, it's still happening!
I used a bit of a planning board. The players had to come up with three NPCs from their past or present, three towns they had a past in, and some aspirations of the characters and depending on where the players were planning on sitting at the table they had to then make connections to their two neighbors, either their neighbors NPCs, the PCs themselves, or the locations so that everyone was interwoven in some fashion. This created a 6 degrees of separation thing and I basically built the "flesh" of my campaign's skeleton around all of their answers. Even the mysterious loner rogue was excited to have connections with his table neighbors and everyone had a blast, was excited about theirs and their neighbors characters and everything ran super smoothly.
A great example of this is critical role. By introducing character to each others in pairs it creates a better party dynamic.
Great ideas, Transistor! That beats the old "You walk into a bar..." startup by miles.
@@animistchannel2983 the real kicker came when the campaign started. I had all of the characters risen from the dead. 10 years had passed since their deaths and some of the things they knew were not as they left it. Our fighters daughter had grown into a ranger, his wife had moved on and was now elsewhere, the rogues guild had been placed into hiding, the druids alchemist mentor had been acting strangely, the nobel's hometown had become a pile of smoldering rubble. Each event a new mystery pertaining to each character pretty much getting their own spotlight adventure. All culminating to a massive climactic finish of that ever looming mystery... who killed them and why?
We deal with those busy schedules by having one of the players run a one shot. December is the one shot month, and it gives players a chance to try as a DM.
Great idea!
In my group we always had a tradition of people who didn't regularly DM running horror one shots in October.
@@maxmccullough8548 now I need to find out if all my friends are ok with horror/spooky stuff bc I need to make an October campaign
I tried a session zero for the first time in a Pathfinder 2e playtest game I'm currently, and man it made starting the campaign easier for everyone. It even included a little bit of preemptive roleplay, prior to even getting character sheets.
I'm playing a paladin, and we have a rogue and cleric in the party. I know the cleric through the church and we already are friends, and she's responsible for doing a lot of bookkeeping for the city. Meanwhile I kinda was like a parole officer, specifically for our rogue who was caught trying to steal from a bank (because taxes were too severe and his family was starving, though I didn't know this at the time). I was trying to persuade the rogue to stay on the straight and narrow.
An expedition was being mounted to start a new settlement, which I had volunteered to prior (for a change in scenery), our rogue agreed to assist with in exchange for his freedom, and our cleric was roped in to joining because of a political power move from the judge who was overseeing the rogue's parole hearing.
We also spent part of the time coming up with NPCs who we'd try to get to join us as part of our caravan. But right off the bat we knew how our characters knew each other as a result, and why kinda dynamics they'd have together, so it wasn't just "you're a random batch of strangers in a tavern, now interact!"
Figuring out how characters might know each other in session 0 is *so* useful.
Cool story, and even better backstory
you all prolly dont care at all but does any of you know of a tool to log back into an instagram account..?
I somehow lost the account password. I would appreciate any tips you can offer me!
@Noe Jalen Instablaster :)
@Tucker Axton i really appreciate your reply. I found the site on google and Im in the hacking process now.
Takes a while so I will get back to you later when my account password hopefully is recovered.
@Tucker Axton it worked and I finally got access to my account again. Im so happy:D
Thanks so much you saved my ass !
"Nobody eats the veggie tray." Y'all haven't figured out that if you fry the veggies, they get eaten? I'm not saying it's healthy, just a way to eat veggies.
I always eat the veggie tray.
@@ecthelion1735 I eat the tray, but leave the veggies
@@tassadar7945 you must have a tray made of hard-shelled tortillas... sounds delicious
Or dips. Just serve up a quick guacamole and sth heavy with garlic, Tzatziki or sth
The ideal for tray for me. Individual bowls of chips, chopped up vegetables, tacos, anything which vaguely resembles a taco, hotdogs, or burgers. Ways to ruin a tray. Place a bowl of dip anywhere. Not asking the group about any food allergies they have.
Could you do an episode on the difference between The Forgotten Realms, Ebberon, Greyhawk and Dragonlance?
What importance do they have in the game.
I would love this.
In short, Forgotten Realms and Greyhawk are superficially the same, though it's implied that Greyhawk is a post-apocalyptic setting, Ebberon is a high magic fantasy take on the industrial revolution, Dragonlance is a more grounded, low magic setting closer to something like Game of Thrones.
I up vote this
I miss Fallcrest and the Nentir Vale 😢
@@Eothr bro me too. I still use the shit out of fallcrest and winterhaven.
I think the scheduling part of a session 0 is the most important. We have a small group, so not having 1 player is tough and it turns out 1 of our players is almost always unavailable. We've been trying to run through Phandelver for a year. Had we known, like that player though we do, we wouldn't have had him in the group. Live and learn!
I really, really, REALLY feel this
You could talk to them, and ask if they want to run a smaller campaign when they're available, and the main group can continue.
Phone use is probably the most important thing to discuss in session zero right after scheduling.
I have a policy for everyone to put their phones on a basket and just set it aside.
You are allowed to take your phone, but it's better to not have the temptation present.
Players on their phones? Stop using battle maps. Use theater of the mind. Tell your players you won't repeat yourself during combat. Pay attention or you character loses their turn.
@@Joshuazx I already do but like, I have 10 players
You can use it, but not at the table, so leave the table and lose a turn (or more). If you're going to be distracted and not pay attention, you might as well not play.
@@victoria4987 10 players is hell lmao
The 3 keys are pizza, jerky, and watching Dungeon Dudes videos :D Oh and it helps if the residence has a cat or dog to pet.
Cats have a habit of going after the dice. I have used my bearded dragon as my wizard’s familiar though.
Kitty rerolls count if the dice haven't stopped yet! Also, Kitty assassinations of minor monsters on the battle map also count. Narrating such acts of fate are part of the fun: i.e. friendly fire incidents, floors cracking through, falling rocks, monsters settling private scores with each other in the moment, sudden morale breaks/retreats, etc. You can always bring in fresh reinforcements to compensate if really needed.
Part of my cousins group he has a dog that fake growls to get attention and is scared of her own farts
Beer you forgot beer
my dog is too hyperactive, she doesn't help that much.
I have never had a gaming group that required years to reach lvl 20.
Then again, my players are all power gamers that build characters to handle challenges well above their lvl, and we usually play 3.5 edition.
Honestly, I'd love to have a group that took it's time.
How about playing once or twice per week, and it takes the players 4 real-world years to get from level 3 to level 6 or 7?
I had a group who were so hesitant to take risks, and never bit on any adventure hooks or spoke to NPCs.
It seemed like they were still having fun, doing so little actual adventure, but I was bummed as DM getting to so little game content.
i think they were talking specifically if you played only once a month or so, if your players manage to rush to level 20 in less than 2 years under those circumstances i will applaud them.
(or you're what they call a Sugar DM one who overly rewards his players, but lets assume it's due to your players for now.)
I'm DM'ing for the first time soon on my own campaign (ambitious, I know) and I'm getting nervous about my session 0 and what I need to do before playing. I've watched this video a few times and it has definitely helped.
Wineblood I hope your campaign runs well 👍
We're actually just about to start a campaign with someone who is fairly experienced as a player but hasn't DM'ed before. One other experienced player and three people who have never played before. I'm one of the noobs. Wish us luck.
@Wineblood How's your campaign going so far?
How'd that work out?
I like to use a one-shot RPG (like Dread or Fiasco) to set up the circumstances that will give rise to a longer campaign. If the players can still make it work and want to progress in the story, roll D&D (Fate, Pathfinder, Genesys, whatever...) stat blocks. If it falls apart for some reason, it was still a cool one-shot. Plus it forces min-maxers to get into character at least a little bit before they pick out the nitty-gritty of their mechanical abilities.
This is the kind of innovation I dig into the comment sections looking for. Brava.
I do something similar, but still use D&D system. I have a level-zero mini adventure before even creating characters. The players choose name, race, and gender for characters and start with some simple equipment and then we roleplay (and roll-play) how those characters met each other and became adventurers.
It acts like a tutorial and flashback scene. When all the players are cool with how things work and the style of the game, then they choose class and we flashforward to level 3 or 8 or whatever level of campaign we want to do.
Great video guys, as always!
One piece of advice i would offer, especially if your Session Zero includes people with whom you have never gamed (even if you know them):
DMs and Players both should be very vocal and forthcoming about topics and themes that are absolutely off the table, and those which need to be handled with delicacy. This can be anything from language (not everyone has the same comfort level with f-bombs or derogatory language), to topics (politics, religion, sexuality, ...), to themes (torture, genocide, violence against children, sex, sexual violence, vorpal bunnies, ...).
Session Zero is the place to get these out in the open, to avoid any anger, trauma, or discomfort later on.
I once had a new player - whom I knew but had never gamed with - join an existing campaign: he played one session, said his character "doesn't like that at all" when an NPC mentioned they were gay, and never came back. Had I known ahead of time, I never would have put him in that position, but I also would never have asked him to join - two of the other players were gay. I just never even thought about it.
But, but, but... no vorpal bunnies? (Great points, btw.)
I like the points and I think, yes, if we are up for the "rule of fun (above all)" then it is valid. But this is conflicting with _role-playing._ Role-playing is closer to acting, except it is sandbox when it comes to plot/story, even if character consistency has to withstand. Fiction has the power for facing fear, the weird, etc. It is the safety of harmlessness.
EmptyKingdoms -
Even Improv has pre-established rules and topics subjects that are out of bounds.
You play and have fun however works for you; but a group activity has to respect what works for each and every member of the group. If someone is uncomfortable with graphic role-play of torture, don’t do it. You’ve agreed to play with that person and to help them have fun -as they’ve defined it-
It’s not okay for someone else to force them to try something they’ve red-flagged because “this is fiction, it’s harmless”. Words and fiction can do a great deal of harm.
Also, different people have different degrees of engagement and identification with their characters and the world. For some, role-play is exceptionally personal and tangible.
Knowing what to expect ahead of time allows everyone to decide whether or not this particular campaign and group will be right for them,; to decide whether they can accept the scope of the game and the expectations of the other players, or whether they should find another group more to their taste.
You do you, respect others, and don’t be a jerk. Session zero should put all of that out in the open, so we can all avoid being jerks to each other.
@@Thyrwyn , I insist on my points, thus disagreeing with you, but I will not argue any longer, because you were so polite and well-written in your response that I have admiration for your patience and comprehension. May the best of adventures come your way. Thank you.
@Thyrwyn - Not a bad tip, as I get being polite and courteous of your players, but tbh if they’re that sensitive to mature content (especially just someone being gay, which isn’t exclusively a fantasy concept, like really, it’s the 21st century...) they prolly won’t enjoy our campaigns or the PCs my players want to role play anyway, which are weird, eccentric, and graphic sometimes - and if 4/5 of my players enjoy it and have fun, the offended party can just peace out early if they don’t like it. I DM for a group of adults, and if I ask someone if they’d like to join, I just tell them it’s an R rated game with adult concepts (cause we’re adults who can manage our emotions and adapt to uncomfortable situations) - if they choose to come and play, I’m not going to censor my party for the sensitivity of one new player. If I’m playing with kids, like my nieces or nephews, I will run a lite-campaign designed for that age group, but otherwise I do not censor my party or go through my entire planned adventures and npcs to remove possibly offensive content, unless the party together agree to tone it down during or after session. I purposely put my adventuring PCs into uncomfortable/mature situations so they can truly flex their role playing and get into character. The more sensitive person could create a buzz kill personality for their PC like their real self, but chances are the other PCs won’t respect that PC who is a buzz kill very much. Edit: misspelled your screen name.
Nowadays there is a way to have session 0 without having to actually ''have a session 0'' and that's setting up a discord server,even if your group plays offline it's a good idea to have one. Over there you can create a post simply titled ''houserules and what to expect'' and the players can read through that and then you guys can talk about what you'd like to change or what you agree on in discord,either with text or using the voice chat. SImply having a discord voice chat as session 0 instead of having people go to wherever you play is also a pretty good idea since some people kinda get irritated by the fact that they had to leave their house just to talk about playing instead of playing.
I always add an intro to my session 0 that showcases the rules or at least brings the party together.
I do like that concept but at the same time finding where you are going to be playing and getting familiar with it is a good idea too
#1: Anyone who would get irritated by not being allowed to just dive right into playing a game with a new group doesn’t belong at a social gaming table. They have issues that need to be dealt with before private social interactions occur.
#2: Anyone who doesn’t come anywhere near to being acceptable in one’s home, and will be told such in even the kindest of terms, shouldn’t ever know your exact address.
Lord, how I feel old writing that.
I call that "session negative one:" it's the session that happens before session zero.
I personally don’t love going all the way out to someone’s place to create characters and then not play, because it’s hard enough getting everyone together, but I do agree that you should absolutely go through rules and expectations before you start. This is a good idea to do that. As far as getting to know people, I think being in person is a good idea if you really are playing with people you don’t know.
Your timing is impeccable. I searched for "session 0" this morning and wondered why you guys hadn't done an episode on it yet :D
I have been playing since the mid 80s and find your videos to be informative and concise. Keep up the good work. I have been lucky enough to have found a group of players that show up every week since July. I agree that scheduling is the number 1 killer of campaigns.
I remember in my brother's session(we didn't get that far, various reasons), when we'd enter a room, he'd uncover a part of the map. He hates chess(or chess puzzles, been a few years), but we entered a chess puzzle room, and it made me smile☺. My character was a dragon soul sorcerer, knowledgeable of such games, so he took the role of rook. A friend took bishop, but while he moved diagonally, he forgot to only move once, and suffered damage for it. Just before his 2nd move, I tried to warn him.
To help build party coherence in an upcoming Dragon Heist campaign, I ripped something from Fate Core that really helped.
Have each character write out, on an index card, a small scene, event, encounter, or adventure (couple sentences to a paragraph) that their character is central to.
Then fold and shuffle those cards, and deal them out until everyone has a new card. That person then writes out a way they either helped, hindered or helped and hindered, that characters situation.
Once again, refold and shuffle until everyone has yet again a completely new card, and they also write how they had a hand in this situation.
Then, return the cards to the original players and have them read out the ridiculous results.
In the ensuing mess is a fun introduction of each character to several other characters.
It's fun, it's improv, and it REALLY helped flesh out why they knew each other (and even created new NPC's, hooks, and adventures for me to fuel the game with).
Awesome way to add a Fiasco-like element to it
Brilliant.
Wrapped up a campaign last night, new session zero next Wednesday
Homebrew? How'd it go?
Yeah it was homebrew. We all died, but our DM did a really good job so I think everyone was satisfied.
Sometimes a brutal n’ beautiful TPK is just a work of art
im having a session zero tomorrow in my first dnd campaign. the party consists of three complete newbies (me, my friend and my 50y/o mother) and our semi-experienced dm, so this will be interesting. this video has given me an idea of what to expect, so thanks !
Sending this to my friends. Got a group of them into D&D in late 2017, had to leave them sooner than intended so they're looking for a new DM
Everyone always want's to play, no one ever wants to DM :p
@@TheDungineer one guy wants to DM, he's just really new and nobody enjoyed his sessions enough to continue which is too bad
@@ComicSams48 ah that sucks. Being a DM is hard, it's something you have to practice, but that makes it so hard to get started because you need people to enjoy it to come back.
@@TheDungineer yeah. I wasn't good, but my friends kept coming back. Sadly those same friends are less than excited to play for the other guy
There really needs to be a Starter Set for DMs.
I love how you guys present so much knowledge in such an organized and detailed way. Thanks for helping me become a better DM
With the 'everyone starts as prisoner' start of a campaign and when you are afraid that the players will backstab eachother. Make them fight in an arena (or somesuch) and make it clear that the group's performance, not individual performance; counts.
Survival is often a very effective incentive not to be a dick at the table xD
A great friend of mine ran a session zero for me so I could test the waters, I was incredibly nervous. However these sessions are a great way to get some hands-on experience without feeling like you're suffering some sort of performance anxiety. It is great to practice with friends too! :D
“From zero to hero”
Yeah, you got my like right there!
One of my favorite way is I started a campaign before was in an arena where all my players were gladiators but the whole game was actually set up in a multiplanar campaign. They basically met on the battlefield in the Arena to fight each other and then basically more creature started popping up and getting released so they had to work together as well as against each other
Been using session 0 for 40 years, can't recommend it enough. Too many players create their character in a complete vacuum without meeting the GM, the other players, the world, etc. It allows us to create a party, vs independent characters and then dumping it all on the GM. Love it.
I am the DM for my group and i'm fairly new but one thing I did enjoy to help my campaign start off a bit more flawlessly (second time starting a campaign) is telling the players to describe the type of area they would have grown up in and then placing them in a place like that on my world as well as giving them basic information that they would know from growing up in that area and then having them start their backstory with that reference. after knowing their backstory i asked for permission to make slight changes if necessary and more importantly to take control of the last few sentences of their backstory to lead them into the current campaign. that way they knew why and how they got where they are and it helped them continue this character story into the story the group is beginning to make together. but this is a lot of work on the DM's part to form a story for each character that leads into each other's story's so be aware of the extra effort needed.
You Dudes are amazing literally about to run session zero tonight for a new campaign as in the previous campaign we kinda just started and worked things out as we played which led to issues. This will really help thanks guys keep up the good work
Today was my session 0 for Dungeon of The Mad Mage, was alot of fun
That you very much for the tips!
Soon, I will game master the first ever session in my own new tabletop RPG system and
asking the players beforehand, what they want to get out of the game, and what aspects they like the most, is something I will do right now.
I love your "Dungeons of Drakkenheim" campaign and I love your videos! I have been trying to learn as much as I can to be a DM and this was actually the topic I needed the most. Thanks for all your great work!
I am leading up to running my first DnD campaign with several of my childhood friends. This video was super helpful!
There’s a ton of great D&D content being put out, on a consistent basis on here, but you guys really are some of the very best. You are incredibly thoughtful and insightful, and I always walk away with something I can use in my game. Thank you so much!
You've continued making top notch videos, fantastic content lads. I would like to suggest a video series on how to handle the unexpected player requests that happen (knocking enemies unconscious, owning mounts and pets, charisma encounters, etc.. )
This video may be 4 years old, but i cant tell you how helpful it's been in helping me prepare for my first ever campaign as DM. I knew I should do a session 0, but this video gave me specific, actionable aspects of what I should include in that session that I would never have thought of if I hadn't watched. Thanks guys. I'm really excited to DM, but also nervous, and this video calmed those nerves and gave me condidence.
You can do it!
this is absolutely better than tashas session zero, also there is a session zero checklist on the internet. Tasha's book did not overthrow you on this. You are better.
Hi, newcomer to D&D here, and I have to say that ensuring people are available is very important. In the first campaign I joined during this year in my uni, there was a player who was busy with his dissertation and couldn’t show up during the 2nd and 3rd terms. Added with the fact that people might not be able to show up on certain days for personal reasons, we had to cancel some sessions due to the lack of players.
Also, having the DM doing some additional explanation on the world setting to newcomers is important, like what type of fantasy is that, because new players often don’t know what to expect, so making sure they won’t make any character that doesn’t fit in the setting is important.
First session zero ever tomorrow, this helped me setup what else I needed to talk about besides character creation and the world, thank you!
Running a session zero has helped soooo much with our current campaign. I actually used these tips to help with the discussion about what expectations were, etiquette etc.,
I just started dming. We are starting with curse of strahd. Ive been playing for years. I realize i didnt do the payers enough justice for a session zero. We only got to play 1 session before schedules and virus kept us from playing. All i did was talk to them within 2 weeks before session 1 and created characters. Once next semester starts back up i need to talk about doing a soft reset and getting a better start before they come out of the mist and go into barovia. Luckly its a good place to be able to do this. All of these dm tip videos have been an amazing help and have given me a new outlook i need to use
I found this to be incredibly useful and insightful.
I started D&D as a DM with nothing more than a few episodes of critical role under my belt, and although I have faith in the homebrew campaign I have created, I didn't do a session zero - having never even heard of this. I regret this now, because around 40 sessions in, the characters still do not bond to each other, and often they don't to the world. Subsequently, I feel like I have to steer my players into action rather than allowing them to find their way naturally and I feel like quite a distant DM to their motivations as characters and players.
I have discussed doing a session 41.0, but currently they are now running a new campaign DM'd by one of my players which I left. It feels like he got things much closer to a session zero (if only by virtue of living with one of the players!) and that the table have bonded well with it.
Your story sounds exactly like one of my friends. He started dming us while he had only played for 2 months and had watched most of critical role season 1. We had 15 sessions and by the end of it the group was still pvping over disagreements and no cared for the story. So I guess you're not alone with your struggles.
One of the most underrated topics
I just ran my first session 0 last night using this as a guide/outline, and it went incredibly well! I now have so much insight into my players' (who are my family members) RPG preferences, likes/dislikes, motivations, etc. Honestly, I'm super excited to DM a campaign for my older brothers, who are old school RPG players who got their start in the 80s, but we have never played together. One of them regularly plays Pathfinder, and it took some convincing to get him to play DnD (which is what I play with my friends), but we are really excited to use this unprecedented global crisis as an opportunity to draw closer to one another as a family and to do some fun collaborative storytelling.
Thank you so much! I'm a new DM trying to introduce new players to D&D with a homebrew, and I've been really stressing about this. I'm positive my players would balk at character creation so I'm going to follow your advice and have pre-generated characters ready. :)
I just want someone to look at me the way Monty looks at Kelly while he's talking
No offense to either of them or anything... but that was the first thing I noticed too, and unfortunately I found it distracting me from the commentary, which is the point of the video ... it was waaaay too much. He needs to dial that back like 90%...
They been clapping too many cheeks.
I never noticed this before but now that you've pointed it out I can't unsee it and now feel wildly either uncomfortable or like I'm a teenager who wants to ship them. Thanks.
and they sit so close together...
ITT: people uncomfortable with their fellow bros
For character creation/development and how they are all connected I worked with the players instead of making them do all the work. But that worked well because I knew each of their backgrounds better than they knew each others. They have some details the others don't know, but I was able to use by listening to what they wanted and creatively tying them together with the player's final approval.
I really wish that Dungeon Dudes have a TOC for their chats with timestamps as I want to re-watch certain portions of their videos but have to find the start of that portion manually (so annoying).
Otherwise, this is my favorite channel for discussing D&D-related items!
Staring my first D&D session this week and your guys’s videos have been really helping me out. Thank you.
My group has been playing together for 20 years or so. It’s been a great way to be social. We meet monthly for about 6-8 hours at each shot
reminds me of playing a wizard and then getting thrown into a world where it's impossible to get any magic scrolls...
5E was definitely written as a high magic setting. The books discuss how to run a low magic/no-magic game, but then you're basically only left with Barbarian, fighter, monk, ranger rogue. I think that's no fun, If I want a no magic fight I'll join an MMA gym. When I write a home brew I always write in magic schools into cities. Depending on the size of the city, some are more useful than others!
Ugh, That's just as bad as a Half-Orc who looses Savage Strikes because the DM's Wife thought it was OP.
@@MistahBryan ouch. I might understand that you were doing PVP, but having overpowered allies helps everyone on the team! They don't sound fun to play with.
How about being a warlock where your DM didn't roleplay your patron or collaborate with you on how the pact works or how you get the powers you have... Never again...
It is the DM's responsibility to be clear about what races, classes, abilities etc are allowed and/or recommended.
Thought the title said "How to Ruin a Session Zero" I could think of so many ways... Hahah
Roll initiative!
Oh no..
I thought so too. I still clicked on it XD
"We have a homebrew flying rule: No matter how much thrust you have, all it does is move some air."
"We use the 12-level encumbrance table."
"No laptops at the table!"
I am a simple man, I see Dungeon Dudes, I click.
Hey Dudes, first off I want to say that this is one of the best videos I've seen from you, because it's taking something that isn't already explained in the published literature and breaking it down in a way that both novice and experienced groups can use.
That said, I disagree with Monty's claim that players shouldn't bring too much backstory preparation to session zero. If the DM is also keeping an open mind and being flexible, every page the player writes is a page you don't have to. Getting the players to do some of your work for you is a great way to maximize your preparation.
For example, a player that describes the town their character comes from, along with many of its key NPC's etc, just saved you hours of work. As long as they understand that once they hand it over, they lose ownership/control over that material and that some details may be altered to balance it and fit it into your campaign world.
Also, if two players provide similar background information, that's a great opportunity to blend them together, which also provides a justification for how they already know each other. Now you've got an even richer location already created plus a character relationship hook, with minimal work put in by the DM, who can focus that saved time on enriching other areas of the campaign.
Back when it was more popular, the Amber DRPG was great for this kind of thing, even including ongoing incentives for players to write up post-session journals of what happened, provide sketches of theirs and each others' characters, and even maintain webpages to store it all. It provides a neat historical record of the campaign that makes it feel even more special for everyone involved.
The best and most memorable session zero I ever attended started with a game of Cards Against Humanity and ended with a game of Munchkin. When it was over everyone had a good sense of each other's personality and play style. We all had fun and went on to play a year long campaign, weakly.
Picked up a couple of great tips. And to think, I almost skipped this video because I thought I'd already heard everything there was to hear about starting a Session 0. Great video, guys!
The schedule discussion was good. I'd add that it isn't a bad idea to build in the occasional marathon. One group I was in had a weekly Wednesday night that also had an occasional full Saturday session with the decision that the Saturday sessions would never occur more frequently than once every three weeks.
First time as a DM with a bunch of brand new players this weekend. You guys just calmed a lot of my nerves
Good luck! You got this!
As we're playing in my friend's campaign, we also talk about my campaign I'm planning. It gives me basically multiple session zeros to work out ideas and issues.
I used a one shot prior to a session 0 with throwaway characters so that I could play alittle more fast and loose with the rules with a new group of players to get them into into having fun and not even realizing they were learning the nuts and bolts of core 5e mechanics and left it on a cliff hanger so when it came time to start the campaign they were super pumped to create new characters and find out what happened after the one shot.
I was in the middle of preparing my session 0 for this Saturday. I'm DMing my first campaign!! (Only done one shots) This was very helpful, great videos dudes!
Go for it! The world needs more GM's. Guiding an ongoing story is both the most fun and the most challenging. Don't be afraid to let your setting get a little twisty and improvisational as it goes on... the players will make every unexpected turn, so just recalculate and surf that chaos :)
One trick to cover when you have to re-figure is keep a few "drop box" random combats/events in reserve to throw at them to buy time. Bar fight, street brawl, highway robbers, bank/shop robbery to thwart, the town fair starts, sudden need to rescue a captive/hostage, random pack of landscape monsters with no deeper connections, premade monster den or micro dungeon, some injustice that needs fixing, save elderly & children from a fire/earthquake, etc.
These kinds of encounters are a place to let them experiment with their abilities and have lighthearted action-adventure that doesn't mess up your storyline... because they already did that and you're just keeping them busy so you can plan for next week. Let them think you intended it all along. You can also sneak in a clue for the main storyline with an NPC or message that way, so also have a clue list of stuff you can drop in any time.
@@animistchannel2983 This is some really great advice! Thank you so much :D I'm gonna start preparing some of these. I'm so excited I can't wait haha
This isn't a DnD schedule, but my friends and I always get together on saturday around 8pm to play games. Usually video games, but we rarely miss a week since we already know Saturday is game night
I was part of a group where I brought candy a lot as snacks.
Our DM went a lot with rule of cool and allowed pretty much all official expansions to d and d and some homebrew stuff, and used theater of the mind for most things but miniatures and a mat for combat for simplicity
I'm working on a campaign but I'd start it out as a one shot with sunless citadel, which I feel like is really cool in some ways
Nice video. New subscriber. Wrapping up an almost 2 year west marches turned campaign that started with over 20 people and now down to 9. Been designing the world for a while and excited for a new session 0 so these are great reminders. Thanks!
I like to ask players to come up with a personal/group goals that they're trying to achieve and build my adventure hooks around those goals. Find it really helps to get characters invested in what's going on and always gives me a good place to start when planning quests etc. If I'm starting at lvl.1 as well this usually gives me enough material to get players through the "first tier" of play before introducing something big to deal with around level 3-5. One time I had one player say her character was looking for her Mum who had disappeared adventuring a few years before, and another that he was looking for cool magical items. They loved it when they discovered that the first player's mum had disappeared trying to find the same magic item the second player was after... made for a really cool quest.
Noon on sunday. Every sunday.
The food plan is super important. Not only for portion control but the clutter! Just made some dope wood stained boxes for infront of everyone to control that clutter.
I know you guys get some flack for the length of your videos but this one specifically was worth every minute. Thanks!
On your point 1. About getting to know the styles of players, you can use the Bartle Playingstyle test (although it is designed for MUDs and MMOs, it can be used for TRPGs as well) that categories players in four different groups: Killers, Explorers, Achievers and Socializers. It can be quite useful to determine what each of your players likes and to what extent.
I'm new to playing and our DM didn't care what type of player we were. He created the campaign the way he wanted and said everyond does it my way.
So that's not normal? I feel like I can't express the breadth of my character concept in this campaign because of how back to back it is without much rest in towns. So it's less fun for me as I got to know the game and what my interests are.
@@VampguyN85 Different DMs design games in a different way. If you want more rest between adventures or a way to express your character, talk with the dm about it. Most important rule is everyone on the table has their share of fun.
@@andreyandrov7810 I am trying. Some days he says we have to do things his way. Most of my group is just quiet both in game and out and just follows along with the adventure. While one person wants a whole side story for jer character. And I just want to explore more in between adventures or on the road as we go. My first druid. So he wants to draw a bird. Than hug a tree. Than go back to the mountain path to the cave where an illegal merchant is hiding for example.
just took the bartle. I ended up EASK. 97% explorer, only 7% Killer. I thought it would be different, how about that.
@@Briansgate I think the way Bartle defines Killers in this test is player prioritizing on acting on other players and npcs. So murder hobos basically :D
i just ran my latest session zero and i used the opportunity to really grab my players attention by getting them to take part in building the game world. i had a basic fantasy map already made up, and had a few locations described separately but i didn't put any settlements on the map at all, i got the players to decide where all the cities i had designed would go and got them to each suggest a Cool Thing(c) to add to the map for me to deal with later. and the players really loved it!
we got a Halfling nomadic culture whose sacred stone circle was conquered by the warlike humans of the west continent i was not expecting, and the dwarves turned out to have a vast seaborne empire like the vikings which im going to have a lot of fun with.
the big thing was the character links. because i knew that i was going to start in a bar i decided that i would point randomly at 2 players and ask them a question about how they know each other. some of them were defined by jobs so they were meeting up with old clients, others were performers inspired by the feats of folk heroes... i think i did 1 link for each person and then a scattering of 4 other links, so 1 person had one link 3 people had 2 links each and 2 people ended up with 3 links of varying formality and warmth and it really let the introduction scene flow well.
we ended the session zero with the call to adventure, and i gave them a choice. im a big fan of simple props so i made a board of 6 jobs put up on the wall of the tavern and a heated debate kicked up after a the group came together and introduced each other.
i would suggest ending a session zero with a little roleplay so that the group has that introduction to spring off for session 1.
You guys are seriously the top D&D channel. I watch a lot of rpg based creators and they all have great advice but you guys cover topics in such a practical and detailed focused way. Love the content.
Thank you!
One thing I think would be a good idea to note, in character creation.
My spouse and I have been pay testing a new system a friend has developed for a few months now, and we discovered something with my spouse that could be an issue for aome players when creating and playing a character... the "self" character. Basically, she created a character that was essentially, an ideal of her own self, if she were able to remake her self in an image of her own design.
The problem we ran into though, is that she got too into it, and waaaay too defensive when the dice nearly killed her character and the DM declared her unconcious... and that the bad guys were slavers TRYING to kick our butts and take hostages. We are fairly new to D&D as it is, having played less than a dozen games total. We finally talked it all out, but it took me a while to figure this part out, and we discovered her flip-out was caused a goodly amount by her getting her mind wrapped a little tightly into the character.
Method acting juuuuuust a bit too closely.
This was also the first time we had SOUNDLY gotten our backsides handed to us in all the games we had played up to this point.
This is a pitfall, especially in NEW players, a DM needs to be cautious of. :-)
Session Zero. Love it. Campaign ideas and input. Scheduling conflicts. House rules.
AND, by the way, as a fellow Canuck: beer, hard cider (that we make ourselves) and snacks of all kinds. Supper might even be offered.
We also discus supplies like printed sheets, props, printed maps, minis, etc. Who can provide what, or who might chip in on what.
Venue is usually my place given space, but it has been elsewhere. If a new spot opens up and it’s more convenient that week, that’s the deal. Our table is usually pretty pliable on the details so long as the game happens.
Will there be opportunities for solo sessions or catch ups? What’s the policy on absenteeism?
Will there be communication between games for hints or player interaction? What about RP in this out-of-game time?
Session Zero can include a lot. Never skip a chance to try it out.
Addendum: I don’t accept player back stories. I do a small ten minute interview and ask seven questions that give me an idea of what the character finds important and make the player think about what that character is actually about.
Mike Gould -and, could you hit us with those seven questions, or are they proprietary? I, for one, would certainly like to round out a questionnaire I am putting together. Thanks in advance.
My first ever session zero, we all decided to make our characters siblings. It was great, and the game is still going. We’re all somehow different races, don’t really know how it works, but it does and it’s a lot of fun. I definitely recommend trying this in your party sometime.
I just wanna say, y'all rule. Very few channels or groups I follow that focus on ttrpgs seem to really understand the real, material circumstances for groups trying to get together and play a game that's fun for everybody. Keep up the good work, I love the "How to" tutorialish videos and the Mordhei-I mean, Drakkheim campaign.
i lol'd at the 'everyone bringing 2 bags of nacho cheese doritos'
'I'll eat 'em... but i won't feel good about it.' so true. haha.
Back in the 90s my main group had a Gaming Dues system. Everyone showed up with a couple bucks a week that got tossed into a Crown royal bag. We'd total it up then decide on the nights munchies and the dm's spouse would have a shopping/carry-out run.
At the end of the month, any extra funds left in the bags would go towards game improvement. We would vote on new things to pick up from the local game store. Typically we'd get a new 3/3.5e book. Sometimes there'd be a new book for another system we wanted to try. Often there would be some left for some DMs choice minis. All of the books and minis were considered group property and anyone in the group could swing by outside of game time to read, or paint minis. We also had a book checkout system if you really wanted to learn some particular mechanic as long as the book was back in time for the next game.
I play with my dad and two of my brothers and we play at least once a week, usually more, depending on work schedules and things that can't be changed. We've only just started playing but it's been really fun.
My DM secret is that Session 0 is my favorite session. It might seem sad that presumably everything will be downhill from there, but figuring out the direction of the characters and the campaign gives me a flood of inspiration. I love hearing the players get excited about their creations, and I build my world around them. I love it!!!!
Well, the great thing about loving session zeros but having everything go down hill is that, presumably, you get to have lots of session zeros, right?
At the end of Session Zero, roll a d4 to determine which session the TPK will occur during. Rinse, repeat.
I'm so glad I didn't see this video when I first got serious into TTRPGs. Quite a bit of this advice is so given to personal opinion.
For example, some of the best games I've taken part in were once a month, and we've been able to hit top level each time without ever tiring of the game or characters. Some of the greatest ideas I've seen some from a player was from someone who had a rotating work schedule who we never would have been able to play with had we taken this advice.
Also, easiest way to solve the snack problem is to rotate it. For us, one household takes care of appetizers (usually veggies and dip, cheese and crackers, and the occasional fruit bowl) while the other takes care of dinner. We just switch off ever month, and because it's only once a month, we can do actual meals and good food instead of junk without our wallets crying for mercy.
You guys Knocked it out of the park with this video, thank you.
I always re-watch this video whenever I am preparing to run a session 0. Thanks Dudes
So glad it’s helpful for you!
This was really helpful! I'm GMing 2 new games starting this weekend and next weekend, so a roadmap for my session zeroes is gonna be really helpful!
Excellent video. As a DM, I've never done an actual session 0 cuz none of my former DMs did one, so I was looking for tips or ideas to do my first session 0 with my next campaign. Now I see a few problems I had in previous campaigns with different people were due to not having a session 0.
I'm meeting up with some friends who've never played before. I hope to teach them a little about the game, get them pumped up for the campaign I'll be running, and help them make characters, during our session zero. I hope I can accomplish this. Thanks for the advice!
How did it go?
Good system for food: My brother's system
*theme every session (eg Italian, the color green, southern comfort, texture experience...)
*1 committed main dish (generally rotating, but frequently 1 person will be excited for the particular theme)
*1 committed side
*1 committed drinks
*(1-2 people with freedom of dessert, sides, drinks, etc)
*they generally leave details vague with each other for the surprise experience, but will communicate a little to reduce the odds of duplication.
Some of people play it really safe, and others really like finding that really unusual dish that people probably haven't heard of. One of his group really likes to make desserts, so if he isn't the main dish, they pretty much know that he will bring a dessert in addition to whatever else he brings.
*Even though most of them are enthusiastic carnivores, they did have 1 vegan week (to make sure 1 player's preferences weren't being ignored). Knowing that it was likely most of the group might not enjoy several of the dishes, they handled that by ensuring that 3 main dishes were brought by different people, so no one would be hungry.
THE BEST DND channel I've found -- ALWAYS worth watching you content -- thank you, thank you, thank you!!!
Thank you!
Regarding deciding a schedule I run with a fixed time. I would run if the group is together but main plot movements stick to the fixed day. If people miss a lot of sessions and in game years pass, their character becomes an NPC ally until they can return. There's added risk of death but also story progression and realism of the world
Also, we use a videogame like minecraft for all visuals of the D&D world... I've a world with many cities races and factions etc. There's still a level of imagination required. The whole castle or city builder theme builds great boost in fun when they physically see their effect in the world. With squares being natural part of the game it makes for easy RP in a D&D style
It took my group a 6 year campaign, but we killed our way through every god in every pantheon, then our pack of ascendant murderhobos turned on each other, leading armies across all the planes of existence until only one of us remained and the entire universe was in flames.
One important point about scheduling is also to make sure that everybody who can't make it would inform you about that beforehand. That should actually be a matter of common sense and politeness, but some people just need to be reminded about such things and session zero is a good place to do so.
I ended up leaving a group not too long ago for various reasons:
1) We had at least 2 members whom were consistently inconsistent. Too many times, they would either call off at the last minute or just not bother showing up even after we all decided on a time to play.
2) Though we originally had, as a group, decided on a weekly date and time to meet, we constantly kept having to change that for conflicts in each others' schedules. Typically, that wouldn't have been too much of an issue until it got too the point where we didn't know when the next session would even be possible. Also, though we set up a group chat on Discord, no one besides me ever bothered to ask when we were going to do another session, and I wasn't even the DM.
3) Though all of us did enjoy roleplaying, there were two members whom roleplayed the same style for their characters regardless of the characters' backstory, race, and class. One continuously played as a chaotic imbecile even after his own stupidity got his first character killed. As for the other, he went from being an Aasimar paladin (supposedly lawful good) to a chaotic human sorcerer/bard to a lawful good tiefling wizard, and with each character, he had a nasty habit of endangering the party. As the paladin, he completely betrayed the party and went out of his way to kill my rogue, caused unnecessary amounts of destruction everywhere the party went as his sorcerer/bard, and as his wizard, he deserted the party when we were up against a dark paladin and a lich. Also, these two players were constantly trying to derail the campaign and the DM's plans.
4) Though it was obvious that nearly everyone in the group, including the DM, battled with depression on some level, their idea of coping with it was to integrate mental health issues as much as possible into their characters and throughout the campaign and to constantly make fun of mental health in our group chat. Needless to say, it was too toxic for me.
Had we actually done a session zero for that campaign, I might have seen the red flags early on, and for the sake of my own sanity, I told the DM that I wouldn't be playing with that group any longer.
It sounds like the people you played with were angsty 13 year olds...
@@annsh.6487 Unfortunately, only one of them was that young.
This came at the perfect time.Thanks for the tips, guys! We'll be holding a session 0 this week.
- Innkeeper Vase Odin
With all the great digital game tools phone/table/computer expectations need to be set as well.
Excellent point!
Great job guys! I just recently found your channel and I have the least year been getting back into tabeltop rpgs and are now gonna run my own campaign again, hoping it turns out well! and keep up the good work! Love your videos!
I met a group of people and we have 9 players including me and the DM the DM and his wife host and it’s a blast when all of us get together. We play for 5 hours yet it feels like 30 minutes