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.

Dungeons & Dragons: Tips for Beginners and Their DM

Flo | Basic Snitch | @thebasicsnitch

Happy Halloween! You’ve put on your costume, and finally come to the realisation that what you’re doing is in effect LARPing and cosplaying for treats. In fact, you might even have given in to the nouvelle vague hype surrounding tabletop roleplaying games – perhaps even Dungeons and Dragons specifically!

Alas, you find yourself overwhelmed by the rules, classes, and races. Where to begin? Here are some tried and tested tips and tricks for new players who are being guided by an intermediate level Dungeon Master!

Be clear about your expectations

MasterSarcasm | https://imgur.com/gallery/PMj3uKK

There’s nothing worse than being stuck in a year-long medieval role-play-heavy campaign when you thought you were going to space. Before joining a group, define what exactly it is you’re interested in when it comes to tabletop roleplaying games. Would your ideal gameplay include a lot of combat? Are you expecting everyone to dress up as their character? Do you want music and scenery to add to the immersion, or is detailed narration enough? Talk to your Dungeon Master about your wishes, and conversely, recognise that they might not be able to meet all of your expectations. Of course, this goes both ways; find out how much is expected of you as a player, and ask yourself how much time and effort you are willing to invest in D&D.

Expectations also extend to your level of comfort. Ask your DM whether they plan on providing players with a consent form. It’s a shame to join a group only to realise later on that the story includes scenarios that are traumatic or uncomfortable for you to be put in. This may happen regardless of a consent form, but the DM should try their best to plan ahead. If you are aware of any specific triggers and feel comfortable talking about them to your DM, do so early on, before you start playing.

Agree on edition and core rulebooks

Although most people these days play 5th edition D&D, new players should confirm with their DM what edition they’ll be playing, as it will constitute a good prompt for Game Masters to tell their participants what information will be applicable to gameplay. A lot of blogs or guides online contain content from 3.5e or 4e that is no longer applicable to 5e games, and beginners might have trouble distinguishing which information is valid to them.

Though the game might rely heavily on the Player’s Handbook (PHB), there are other rulebooks that players might already have investigated, keen to incorporate them into their experience of D&D. Have you just discovered Unearthed Arcana? Check with your DM if they’ll allow for it to be included in their world!

Find out what templates you’ll use

With D&D Beyond’s detailed, and by now standardised, character creation template, it’s easy to be assumptive when it comes to what ‘forms’ your DM will require you to fill out; however, there are often easier, simplified versions of character sheets that can be better suited to beginners.

Snippet of homemade template | Flo | Basic Snitch | @thebasicsnitch

D&D Beyond’s character sheet fills in a lot of information automatically, which is a lifesaver for experienced players who want to save time and already know what perks come with what class and race. Beginners might be more likely to oversee this information, and could benefit from writing it down themselves, or discussing it with their DM to write it down together.

Start off easy or be prepared to conduct research

You certainly shouldn’t feel forced to play a human fighter with no feats, but if you plan on picking a tricky combination, say, a half-changeling wild magic sorcerer multi-classing as a wizard, you’ll have to conduct some research. Perhaps the most baffling aspect of D&D is its immense corpus of choices upon options upon possibilities. If you’re shocked by the amount of playable races on the web that don’t feature in the Player’s Handbook, then you’ll be flabbergasted at the sight of the long online lists of backgrounds at your disposal.

List of available Backgrounds in D&D 5e | dandwiki.com/5e_Backgrounds

Having so many options can be exciting, but it can also be overwhelming. Don’t be afraid to ask your DM for recommendations; they should be prepared to dissect your character, and be able to come up with a selection of possible classes, races, and backgrounds for you to peruse in your own time.

Consider playing a one-shot

There’s truly no better way to familiarise yourself with the game mechanics of D&D than playing the game itself. It’s very difficult to sit down with a beginner to explain all the variable rules, let alone be able to cover everything in one call.

If your DM doesn’t have time to prepare a preliminary one-shot on top of the one-shot or campaign they already have set up for your party, ask them about the option of hosting a session zero, or a quick run through of an improvised game. Essentially, you’ll be able to test run ability checks and in-combat turns – no strings attached.

Write your backstory in First Person

When a new player of mine recently got back to me with their backstory in first person, I was taken aback and impressed to discover just how much I was able to hear the character’s voice. Often, and certainly in my case, I see a lot of third person narratives, which admittedly can feel very detached. Writing in first person really brings the character to life, and even more so if you choose to incorporate dialect-specific words. For role-play enthusiasts, this further helps players prepare for what they intend to sound and act like when in character.

Know your character to the best of your ability

As a DM, there’s nothing more respectful and helpful than when a player has tried their utmost best to know everything they can about their character. When you have done research on your class, race, and background, and you are adamant about understanding your weapon attacks, spells, and abilities, the game runs smoother for everyone.

If you intend on playing a light-hearted improvised game just for the laugh of it, then showing up unprepared can of course add to the humour of the night. But be sure you’ve understood the tone of the gameplay correctly, as a lack of research and preparedness can be a big sign of disrespect or disinterest to Dungeon Masters that have spent weeks, months, or even years combing through your character to make sure they have a fulfilling time in a fully-fledged fantasy world.

What can you do as a Dungeon Master for new players?

Consent Form

I cannot recommend consent forms enough. The original form was created for the TTRPG Safety Toolkit and is adapted from the RPG Consent Checklist that appears in the Consent in Gaming supplement by Sean K. Reynolds and Shanna Germain, published by Monte Cook Games. The adapted version that I based my adapted version on can be found here.

Consent forms can seem off-putting at first, as there’s a lot of wild stuff on there, but it’s important that you and your players are comfortable at all times (except of course in moments where you have expressly agreed to feeling uncomfortable). Be sure to explain the spotlight method to your players, and convey that ‘enthusiastic consent’ does not denote support of the gruesome things mentioned in the form, but rather denotes an undeniable certainty that the player agrees for these topics to come up in-game. For players that aren’t sure, advise them to always tick yellow.

Dungeon Masters should remember that consent can fluctuate; what might have been all right for a player last week might no longer be. It is your job as a DM to check in with your players, and they should be provided with a safe space in which they can tell you that something feels off.

Questionnaire

Questionnaires are all about exploring and managing the expectations of your players, and finding out how much they already know about D&D or RPG. They are also useful when it comes to worldbuilding and plot expectations. Though most beginners might tend towards being interested in a medieval world that is mostly optimistic in tone, your players might surprise you with their answers.

Snippet of RPG Questionnaire | Flo | Basic Snitch | @thebasicsnitch

Questionnaires can help you find out what some participants find essential to have a good D&D game.

Snippet of RPG Questionnaire | Flo | Basic Snitch | @thebasicsnitch

And they are extremely useful as an extension to the consent form, for example on the topic of perma-death, of which the emotional side effects are often misunderstood, downplayed, or outrightly mocked.

Snippet of RPG Questionnaire | Flo | Basic Snitch | @thebasicsnitch

All in all, questionnaires are always a good idea, and pre-existing templates can be found online for DMs who are stretched for time!

Help Sheets

With so many rules, coupled simultaneously with a huge lack of specific guidelines, it can be useful to have something to refer to that is more condensed than the Player’s Handbook. I had a hard time finding help sheets online that were all-inclusive; 1) colour-coded 2) succinct 3) extensive (includes actions, movement, conditions, environmental effects).

Snippet of Actions in Combat Help Sheet | Flo | Basic Snitch | @thebasicsnitch
Snippet of Movement Help Sheet| Flo | Basic Snitch | @thebasicsnitch
Snippet of Conditions Help Sheet | Flo | Basic Snitch | @thebasicsnitch
Snippet of Environmental Effects Help Sheet | Flo | Basic Snitch | @thebasicsnitch

If you plan on being a part-time, long-term Dungeon Master, consider creating your own help sheets, or adapting yours from a pre-existing template. Players will be able to refer to them in-game when you are caught in narration or Non-Player Character (NPC) role-play, and they might just spare you a lot of questions.

Colour-coding and/or semiology

D&D Beyond’s pre-made character templates aren’t very eye-grabbing, which is important when learning rules quickly; when you’re playing D&D, your eyes have to gravitate towards specific information, which is even more important when engaged in combat. This is particularly useful when playing remotely. Don’t know what AC and HP are, or where on your sheet they are located? With colour-coding, your DM will be able to refer to them easily, and you’ll be able to spot them immediately.

Snippet of Adapted Character Sheet | Flo | Basic Snitch | @thebasicsnitch

Of course, it’s the DMs job to make sure everybody is included to an equal degree. Remember to check with your group that all players are able to see colours the same way; if you have a colourblind player, consider semiology instead, and rely on symbols that stand out and can easily be used as visual references. If you have visually impaired players, you will be partly responsible for coming up with a solution that facilitates learning D&D comfortably and quickly.

In-depth Character Creation Discussion

Last but not least, if you’re a high-commitment group, then you owe it to your players to put aside an hour to discuss their character with them. They might have specific backstory questions that will surface in a one-to-one discussion, or be curious about customising something with you. It’s a fun experience that is rewarding to both parties, and will help Dungeon Masters engage in coherent and rich world-building, where characters are tied into the world itself, and where their actions and choices have an impact.

So, what are you waiting for? Halloween is the perfect time to embark on a spooktacular adventure!