Session 0: Planning your first D&D Game

The Dungeon Master’s Guide, D&D Spellbook Cards Cleric, Condition Rings and Dice | Flo | Basic Snitch

New Year, New Dungeons and Dragons Campaign? Perhaps you’re not quite there yet and hosting a one-shot or two is more up your alley. Whatever the motive, planning the first game of any adventure can seem daunting. Luckily, the core event of your session is pre-determined; the heroes have to meet. All you need now are a place, plot, and some people – the definition of a manageable workload. Except, your wizard rolls a Nat 20 Intelligence Check, figures out that her father is her brother, pulls out some bat guano and pulverises your starter BBEG for 96 points of fire damage. Holy shit, sick and rad indeed, but… now what?

Here are some suggestions on how to maximise your chances of running a smooth and interesting first Dungeons and Dragons game.

Playtest or Kick-off

Typically, a session 0 and session 1 of Dungeons and Dragons differ in structure and level of preparedness. Session 0s can act as improvisational games where adventurers playtest class and race combinations, try out roleplay accents that they are unsure of, or metagame and ask questions that might otherwise disturb the natural flow of the session. On the other hand, nothing says that a session 0 cannot or should not be the actual kick-off of your campaign or two-shot. You might well feel more comfortable with a pre-written set of intrigues. What matters above all is transparency between Dungeon Master (DM) and players. Talk to your party about what they expect of a first game – this includes addressing triggers and consent – and being honest with them about the kind of adventure you’re looking to run.

Set the mood

Determining the type of game you’re hosting includes setting the appropriate tone and mood. Whether you tend to rely entirely on theatre of the mind, or have a proclivity for fully-fledged battle maps, D&D is always about immersion. Even diehard metagamers rely on a constant commitment to breaking character. To that effect, there are ways in which a game can be made to feel like quasi-VR madness, where everyone is an actor in the universe woven collectively by DM and players.

Narrative

  • Adopt the mindset of becoming your Non-Player Characters (NPCs)
  • Adjust your tone of voice to fit the mood of narrative descriptions
  • Consider register and mood; for example, formal RP English for a Victorian Era setting
  • Consider word choice and mood; “deep dark pit” is serious, and “big-ass hole” is comedic
  • Make use of silences and pauses to heighten suspense and punctuate important information
  • Rely on fast-paced narrative for (pre-)combat, urgency traps, and timed missions
  • Practice accents, timbre, pitch, tone, pace, and linguistic quirks
  • Study sound effects and try to incorporate them into your narrative

Audio-visual

  • For the hearing and seeing community, audio-visual stimuli can be a crucial step to achieving immersion
  • Make use of tabletop audio programmes or cherry-pick your own music and ambience playlist
  • Platforms such as Watch2Gether, or bots like Groovy on Discord, facilitate autoplay and looping
  • Free battle maps, ideal for combat, can be made on Inkarnate, as well as other platforms
  • Online whiteboards like AWW Board provide a backdrop for your session for maps, NPCs, and minis
“The Haven Inn, Calinthia” Battle Map | Inkarnate | Flo | Basic Snitch

First encounters

The mood has been set and the main event is certain: forming a party of people who trust each other enough to venture out on deadly quests together. Though the topic is simple enough, allowing for players to become a cohesive unit organically without engaging in illusionism or railroading is a big question mark DMs often grapple with.

With only two or three players at your table or on your screen, the possibilities of planning a narrative-only session 0 that allows for players to find each other naturally are endless. The story can jump from player to player until they find each other, or follow a linear timeline. The goal will almost always be to end up in the same location with a mission that is, to some degree, shared. Having some plot elements that tie characters together beforehand is helpful, and will have them wanting to work together, either out of empathy, sympathy, or necessity. Although this might give the narrative a “chosen ones” feel, injecting this into the larger picture early on means less railroading overall.

Flashbacks not railroads

Due to the tedious nature of meeting sans Deus Ex Machina and how time consuming it can be, Dungeon Masters who have more than a couple of players might lean towards preparing a session 0 that relies heavily on railroading the players into meeting up at a tavern, palace, shop, or battlefield. Upon arrival, five or more strangers are suddenly thrust into the same situation and must all find time to quickly develop a connection.

Though railroading players in a session 0 is, in my opinion, entirely acceptable and sometimes even necessary for sheer practicality, there are ways of avoiding this. Instead of having players travel to the same location in real time, give them a chance to delve into their past. They could all start off in the same location, together in a room for example, and are in each other’s company already for reasons that will soon be revealed. Cue a series of flashbacks that allow them to snoop on each other, so to speak, and catch a glimpse of what other characters are like without engaging in unreasonably deep and meaningful conversations on day one.

A flashback is also a useful tool for DMs as it provides them with a steerable narrative that is limited; as we are in the past, not much can be changed about where the players find themselves now and what their quest is. However, players can impact the “how”, and some choices or rolls might affect the future, i.e., the present. In tandem with this impact, players are able to develop their characters and roleplay what kind of backstory they intend to embody.

Of course, a more light-hearted approach that handles relationships with humour could erase the need to care about meeting organically, or about bonding as companions altogether. The vibe of your game might just be listen here you piece of shit gnome, I don’t give a hoot about your problems, but you’re coming with me, and that’s hilariously okay too.

The Tavern Trope

First encounters inevitably beg the question of where the party will meet. If you’re a seasoned Dungeon Master, you’ll probably want to show your players something unique, and discount the idea of a medieval tavern entirely. That said, if you’re dealing with a bunch of first-timers, The Tavern™ often fulfils novice player TTRPG expectations, and denying them this so-called rite of passage could be a disservice to their entry into D&D.

The answer to this conundrum is simple enough – ask your players about the fantasy worlds or locations they are interested in. Of course, DMs should take their own preferences into account too – never put forward a proposal that doesn’t speak to you, and always be honest with your table, lest you be unexpectedly stuck for five years in a K-Pop-themed campaign set in outer space. Come to think of it, that sounds kind of interesting…

Nat 20s, Nat 1s, and Flukes

For DMs that prefer to be overprepared like myself, it’s often hard to come to terms with the improvisational nature of D&D, and the very real possibility of having to deal with many unforeseeable events determined by dice rolls alone, or unanticipated Player Character (PC) choices.

Strokes of luck

Beyond making sure you aren’t too set in the story you have in mind, there are techniques you can use to deal with the unplanned, or the improbable. For example, a PC might roll a Nat 20 Intelligence Check on a piece of lore you were hoping would remain a mystery for half of the campaign. This is a stroke of good luck that has the potential to warp any DM’s plans, and yet the best way to avoid feeling defeated is by 1) understanding from the get-go that anything you prepare can be subject to a Nat 20 or a Nat 1, 2) recognising that this is a moment of utter satisfaction for the player and reward them with the answer. After all, there will be other obscure mysteries to come.

Narrating improbabilities

Other times, Nat 20s and Nat 1s have less to do with taking the DM by surprise, and more to do with managing a situation that seems improbable, or virtually impossible. Dungeon Masters and D&D players Brennan Lee Mulligan and Lou Wilson discuss such tactics in detail in Dimension 20’s Adventuring Academy episode Creating Rounded Characters. Other than the by now well-known “yes and” rule of improv that seems to fix any situation, unlikely events can be narrated in ways that make them seem more probable. Here are some examples from my own campaigns and one-shots (hosted and played):

  • Half-elf Cleric rolls a Nat 20 on dragging an unconscious polymorphed Firbolg Monk (bear) out of a pit
  • Kenku Rogue rolls a Nat 1 Dex Check on tinkering with a lock in a Silverymoon library
  • Warforged Druid with proficiency in Perception rolls a Nat 1 Perception Check on seeing a house, twice
  • Halfling Wizard rolls a Nat 20 Strength Check on pulling a 6ft Warforged Druid out of a village well
  • Fire Goliath Barbarian rolls a Nat 20 on an Acrobatics Check to jump over a dozen fragile tavern stools
  • Fire Goliath Barbarian rolls a Nat 1 on a melee attack roll, inside a closed tavern against one enemy

All of these situations seem unlikely, and can be difficult to justify on the spot; however, adapting your perspective to favour each PC’s individual qualities and flaws can help. The Half-elf Cleric was suddenly inspired by God, the Kenku Rogue hasn’t slept for 2 days, the Warforged Druid is lost deep in thought, the Halfling Wizard cleverly repositions her companion so that they may use their own Strength to get out of the well, and the Fire Goliath Barbarian is so strong that his momentum pushes him forward, somersaulting over all the old furniture, unfortunately causing him to mistime the swing of his axe.

Balanced encounters

Fluke rolls can also be tackled with balanced encounters. Preparing beforehand that X amount of enemies at level Y will storm a tavern if the BBEG drops below 50% HP before a specified time can often solve PCs being accidentally overpowered (OP). Balancing also makes combat fairer and more interesting.

Though some might interpret this type of balancing as a form of railroading, relying on logic is enough to support this method; how many times has a superhero or supervillain prepped some backup in the event that they should meet their demise? You know, the whole “If I’m not back in 10 minutes, send in the tanks.” You get the gist.

Remote D&D

Despite all of these pointers, the 2020+ covid-19 pandemic has led to a decrease in IRL gameplay, and a huge shift towards remote Dungeons and Dragons. As Ari would say, when all is said and done, virtual D&D sessions could end up being your biggest challenge yet; your internet might let you down, and awkward silences can stack like Jenga blocks.

Tech mishaps and solutions

  • Computers crash; prepare to temporarily join Discord (or the platform you use) via phone if possible
  • For cuts in PC audio, the DM can switch to narrative describing scenery, or move on to other players
  • Any general technical difficulties with a short waiting time can be solved with a water or food break
  • If a single player’s internet connection drops for a long time, narrate the character’s sudden departure
  • Discord flops happen; try a temporary switch to Skype, Zoom or Google Meets
  • Digital dice page won’t load? Siri rolls polyhedral dice too! Or ask a fellow player to determine your fate
  • Frozen or broken battle maps might be your cue to go off-script and engage in theatre of the mind combat
  • Silences, they’re unavoidable. Call for a break, load some cricket noises, further describe the scene
  • Mistimed music can be humorous; AC/DC combat music on at a romantic date? Narrate the stage bard’s strange take on what a candlelit dinner ambience means. Her manager will be having a word with her…

Rule #1 – Have fun

Although the DM is in charge of gameplay prep and keeping an overview of the direction of each session – especially the first session – the point of TTRPG is ultimately to have fun. In the end, it doesn’t matter how many Nat 1s you roll or how far you stray from the intended path. All that matters is that you’re having a great time at the table, be it a material, or virtual one.

Asking My Campaign: Why You Should Give Dungeons and Dragons a (One)Shot

How do I sacrifice my estranged little brother to a potent god? Maybe you don’t ask yourself that question too, but it’s possible that you’re off daydreaming about other universes, tinkering with machines, or concocting potions: whatever your fantasy world is about, you can probably find it in Dungeons and Dragons.

Dungeons and Dragons, or D&D (also stylised DnD) is the first modern role-playing tabletop game, and the most un-board-gamey-game out there. Created in the mid 70s and recently re-popularised with newer editions surfacing, DnD is different from traditional wargaming in that each player creates their own completely unique character, with a huge amount of mix-and-match possibilities and very few limitations.

All players choose a race (such as goblin or elf) and a class (such as druid or rogue) and pick from a long and elaborate list of spells and/or combat tricks. They roll some polyhedral dice (ranging from d4s to d20s) to come up with their in-game statistics, complete with ability scores and modifiers. These scores, which players roll for and allocate themselves, will determine their abilities: how good or bad they are at lying, convincing, dragging, jumping, sneaking around, recalling information, and so on. Left to fend for themselves with only a modicum of guidance, they walk into a spontaneous, or maybe fully-fledged, fantasy world.

Led by the Game Master (GM), also called Dungeon Master (DM), the characters meet each other, or have already met beforehand and must weave their encounter(s) into their respective backstories. They tackle the world they are in with a simple dice roll determining their ability to accomplish a certain task: perceive, investigate, attack… Unexpected enemies or allies can appear at any time, and players might run out of spell slots, or even die.

The purpose of the game is to go on several, often improvised quests, and the beauty of it all, is that it is essentially never-ending: DnD is not just a game, but a story that involves a lot of character-based calculations, consideration for other players, and commitment to meeting up and playing the part. Conversely, many also choose to partake in ‘one shots’ for a riveting DnD session lasting one night and one night only.

That all sounds pretty funky already, but here are a bunch of expert opinions sourced directly from my own completely unbiased party on why you should borrow a set of dice and sign up for your very first game of DnD.

RISK-TAKING

Our quick and cunning thief likes to take bets on her luck and creative mind. Chantal, who plays Earing the Halfling Rogue, will tell you that her favourite thing about playing DnD comes in packs of three:

“The combination of skill, chance, and creativity. Going on a prolonged journey into the imagination of other people whilst they play a character who does not necessarily represent their own [out-of-game] choices and how that collective effort brings life into the in-game world.”

And try as you may, the dice will determine your fate. But if you think creatively and way, way outside of the realm, then your DM might be humoured into lowering the number needed to succeed. So why not take a chance!

Benefits of the halfing rogue combo

• Nimble
• Dexterous
• Good with traps
• Lucky
• Sneaky
• Able to communicate in thieves’ cant
• A lock’s worst enemy

GAMING, MINUS THE SCREEN

Photo 2 by Espen Meisfjord.

If you’re looking for orphaned royalty, we’ve got that too. Our mysterious and untrusting half-elf ranger was once a noble paladin. Sebastian plays (Tar-)Darion Beluarian, The Strayer, and he likes the idea of gaming without the adverse effects of screen-time:

“There’s no screen, and actually, no writer or director telling you what the fictional world should look like. It just allows everyone in the group to have their own world, and yet play together, in real life. You’re totally free, you can eat and drink at the same time, you can leave quickly to the kitchen and come back, and the freedom extends to you as an actor.”

In DnD, players are free to choose what kind of a person they’d like to play, whereas video-gamers are often limited to a list of pre-made avatars:

“Here, you not only choose your own spells and abilities, but your entire background story, look, and personality.”

And it’s not untrue; there isn’t always a list of narrative A, B, C, D options to choose from, and you could spend years on creating a backstory, or invent it on the spot. If you’d like to swap genders, professions, political parties, or philosophies, go ahead. No one is stopping you.

Benefits of the half-elf ranger combo

• Charismatic
• Diplomatic
• Ability to multi-attack
• Knowledge of various terrains
• Bow expert

LARP THE NIGHT AWAY

*The artwork for these minis have been sourced from the internet and most have been modified to fit our needs with photoshop. The artwork has only been used for our miniatures and non-commercial poster. We do not recommend using artwork that is not your own if you are going commericial or pro.

Live Action Role Playing, or LARPing, is not just an activity you can participate in to see what it would be like to be a catastrophically elite version of yourself. Vulnerability is key, so don’t shy away from taking on an insecurity or belief you might not have in real life. Becoming someone else and building a common narrative is tricky, but ultimately very rewarding. As a relatively confident person, recent graduate, and atheist, I play Elyssee Elwing, the paranoid half-elf cleric student. It makes no sense, but it’s a lot of fun.

All of it comes with a no-strings-attached policy, because it’s only a character. At the same time, if you dedicate yourself to it enough, it’ll become you. Players in-game usually only refer to each other by their character names, team-members will adopt strange accents and quirks, and, when you die, you die. Back to the drawing board for your new character.

Benefits of the half elf cleric combo

• Charismatic
• Diplomatic
• Necessary healer
• Always useful
• Banish the dead
• Befriend the dead?

MAP-MAKING, WORLD-BUILDING

And just when you might begin to think that DnD sounds unmanageably free and off-the-usual-track, you’ll be pleased to know that the game also offers a wealth of information on how to play. Gimble the Gnome Wizard, played by Espen, dreams of worlds built on travel narratives.

“It gives the gameplay a coherent structure and shifts between an emphasis on ontological and subjective approaches to documentation of places and people encountered.”

You’ll find many maps and treasure troves of information on DnD, which include The Player’s Handbook and Sword Coast Adventurer’s Guide. Our well-travelled gnome is thankfully our living map guide, but there are many digital resources, such as Roll 20, DND 5th Edition, and D&D Beyond’s 5th Edition Maps, if you’re not too sure about investing in costly tabletop books quite yet.

Benefits of the gnome wizard combo

• Intelligent
• Unparalleled knowledge of the Arcane
• Naturally gifted illusionist
• Able to communicate with animals
• Chaotic good fun
• So many spells

BY THE BOOK, OR NOT

With all its books and platforms, any rule in DnD can be interpreted as a long list of suggestions at the discretion of your group’s Dungeon Master. Frank, the team’s hilarious bear-who-was-revealed-to-actually-not-be-a-real-bear (it was shocking), or Varen the Firbolg Monk, is all about the in-game freedom:

“Whilst it’s true that the game involves many rules, they don’t operate by restricting creativity, but rather by guiding it, helping to make the game fun for you and your group. When playing DnD, each player has the freedom to invent their own game, which results in an unbelievably rich and unexpected adventure.”

As a bear who walks and talks in the country’s capital without care, Varen embodies freedom of game, exemplified by his quirky tangential mini-adventures, such as the quest for a decent yet rustic pipe to smoke.

Benefits of the firbolg monk combo

• Giant
• Naturally detect magic
• Naturally disguise yourself
• Invisibility
• Mulitattacks
• Ability to stun and delay

Our inscrutable barbarian agrees. Though he initially had many existential questions on the game’s lack of necessary structure and coherence, Nil, or Tork the Orc, now finds the idea of a freer world built on a semblance of reality to be comforting:

“The people I come across, the places I visit. Do they exist before I encounter them? […] The future could be predetermined, yet I have no means of knowing. Where does free will lie under such an argument? Although these questions occupy my mind often, I have learned to not think about them. It is likely that the DM improvises as he goes, and I have found peace in not questioning his ability to [lead us].”

Coming to terms with the at times strange nature of the game has led to a number of absurd occurrences, such as when Tork killed a wizard in one blow for purely narrative reasons. He didn’t seem to mind, though. Tork smash!

Benefits of the barbarian orc combo

• Strong
• Resilient
• Robust
• Naturally intimidating
• Deal 40 points of damage in one swing

BE THE GAME

There’s one last actor, hidden behind a dividing screen. Arvid, our smiling Dungeon Master, also loves the narrative and geographical world-building that DnD has to offer; after all, the game we play is in many ways the seed of his creative mind intermingled with our own individual and joint choices. In other ways, the game is out of his control almost entirely:

“The reason why I play and act as the Dungeon Master in DnD is mostly as a creative outlet. Whether I play or act as the DM, I see it as a performance of story-telling and as immersion for the players and for myself. I like to improvise and I love to write short little stories in my mind that I can act out in front of the players. I am always curious as to what the players will do and where they will end up. This gives me, as a Dungeon Master, the opportunity to express my imagination both in terms of world-building, and in terms of being an improvisational actor.”

According to our DM, an opinion I am sure our players would back up vehemently, the rich fantasy world of DnD us unlike any other game out there:

“I know of no other game that allows for such freedom of expression and after not having played for a while, I always feel drawn back into this fantasy world to see what ideas may present themselves.”

Benefits of DMing

• Narrative storytelling
• Worldbuilding
• Character creation
• Practice accents
• Surprise your players
• DM and NPC – double the fun!

Think you’ve got what it takes to DM? Check out professional voice actor and DM artist extraordinaire Matt Mercer and his top tips on leading a campaign of players.

So, are you ready to play?