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  • Tips for Opening a New Dungeons and Dragons Campaign

    Dungeon Masters, Play

    Ok, here’s a tough one for more experienced players. So many times you get set to start a new campaign, and it turns out to be the most boring session ever.

    DM: Your all in a tavern in a village in the hills, and you hear a rumor about a treasure in a dungeon.

    It’s the cliché of all clichés. And as a player, I got bored of it pretty quick. One of the first things I learned to do (as a player) was to ignore whatever background glop the DM tried to feed me and proceed with my own antics in the inn and/or village, thence forcing the DM to come up with all sorts of nonsense on the fly. Now would be a good time to mention that many DM’s don’t like me as a player.

    The point is I got bored. Bored players are dangerous players. They are dangerous to themselves, each other, and the DM, and they can wreck a session fast. Worse, they can wreck an entire campaign.

    So, start things off with something original.

    I generally run a weekly game, and when starting with a new party, or even with just a new character, I give my players a deadline, usually a few days before their first session to provide me a bit of background for the character they will play.

    Guess what, 99% of the time they do absolutely nothing.

    Which is why I proceed to give them a background. This is usually only a paragraph or two of information, and I try to keep the character specific stuff to a minimum.

    Now, if you happen to have oodles of time, you can do a little pre-role-playing with your players. This is generally done individually, and is something I like to handle through instant messenger or email. It allows the player to ask some generic questions about the opening setting, and gets rid of much of that boring opening monologue.

    Now, when you actually start the session, remember it is ok to start the party separately. If one character is in the town guard and some of them are just passing adventurers, then one or the other won’t have much to do for the first bit, that’s ok. Tell them to sit tight and you’ll get to them. A word of caution. DO NOT do this with a new player (either new to the game or new to you). Get them involved immediately. But if your group has played together before, you know who you can put on hold and who you can’t ignore.

    Here are some alternatives to starting at the inn and overloading with monologue.

    • Start them in the dungeon. (Was the party captured? Are they in the king’s fortress that is being assaulted?) There is nothing like a captive audience.
    • Start them out in combat. No, they don’t necessarily have to be on the same team. Keep on the Shadowfell calls for an opening kobold ambush. What happens if that ambush is the start of the game, and the party is approaching the ambush from different sides and the players don’t know each other to begin with? Nothing grabs your players’ attention faster than opening the first session with the two simple words “roll initiative.” Then place their minis for them and off you go.
    • If you don’t want to be so forceful, you can try grouping the party together in a way that makes sense. Two of them are town guards, one of them is the village priestess, another runs an apothecary, and the last was just attacked by orcs on the way to town. Together they join up to help this poor soul out.

    The point is to be as imaginative as possible. Do your best to avoid that slow time during the first session where nobody really has anything to do.

    And as always, have fun!

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    7 Responses

    1. greywulf  •  October 22, 2008 @3:56 am

      > Bored players are dangerous players.

      Never a truer word was spoken!

      To repeat what you say, I’ve found time and again that the best way to start any campaign is with the words “Roll initiative!”. Throw the players straight into combat and you’ve got their attention right from the start with none of that messy meet-and-greet stuff getting in the way. This immediately gets them to think as a group rather than let their minds wander off track.

      That opening scene doesn’t even need to be a part of the main adventure. Maybe that combat scene is a flashback, cutscene or even a prophetic dream sequence where they’re fighting Demogorgon. I’ve run players through a running battle against thieves in dark alleyways then said “…..and that’s how you met, just 2 short months ago.” It gave them a backstory, a taste for combat and left them ready for the main course.

      After all, that’s why 90% of all action movies start with a bang. It draws the audience in and says “Hey! Look here! We’ve started!”. You, as GM, are just doing the same.

      Good post!

    2. Tommi  •  October 22, 2008 @6:49 am

      One of the first things I learned to do (as a player) was to ignore whatever background glop the DM tried to feed me and proceed with my own antics in the inn and/or village, thence forcing the DM to come up with all sorts of nonsense on the fly. Now would be a good time to mention that many DM’s don’t like me as a player.

      Personally, as a GM, I enjoy such players. Have several players of that sort and all you need to do is to make sure that they have reasons to interact, and you essentially have a game there. A good game in that it practically runs itself.

    3. wyatt  •  October 22, 2008 @7:04 am

      I play online, for the most part. But what I tend to do is begin games with a “cut-scene” (usually a highly satirical and sarcastic one that makes the players laugh and cuts my dismay at having to DM in half) to immerse players in the world and the situation. I’ve never actually started with a combat, really. I might have to do that sometime.

    4. admin  •  October 22, 2008 @7:59 am

      Tommi,

      I love the interaction of the game - which is why I play the style that I do. I know that especially for new DM’s it can be a bit intimidating when a player does their own thing. Learning to embrace the creativity of the players is a difficult but rewarding experience.

    5. Mike  •  October 22, 2008 @8:04 am

      I used the “start them in combat” method recently.

      I started the party using the Loudwater setting in the 4e Forgotten Realms Campaign Setting. Before play started, I told the players to think of a good reason to be in Loudwater. I also gave them the option of knowing one of more of the other PCs (none took that bait).

      I drew out the southern region of Loudwater, told the players to place their minis anywhere. I threw some townspeople in the mix…the BOOM! The wall explodes, the townspeople freak-out and run, and the PCs are left to take on the Goblin invaders. We didn’t make it much past that, due to most of the game time being spent rolling up characters, but the party seems willing to band together.

    6. Micah  •  October 22, 2008 @11:07 am

      Be very careful when starting players in combat where they’re not on the same side or there’s no clear external enemy. Some will do things “in character” like attacking the other PCs. Having a PC die at the hands of another PC on the first day of the campaign due to a botched sense-motive roll (”nope, you still think he’s evil…”) is no fun and can result in long-lasting player vs player grudges.

    7. rekres  •  October 22, 2008 @8:49 pm

      I once started a campaign off by having all the PC’s distantly related to some old rich guy and they were informed of his death and they had been mentioned in his will. The PC’s got together in the course of traveling to where the will was going to be read.

      Another one (GURPS Swashbucklers) I started off with all the PCs just waking up in the back of a carriage. They were unarmed and tied up. The carriage was out of control and heading towards a cliff…. they had only so much time to get themselves loose and get out of the carriage before it went over….

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