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.

TTRPG: 10 Alternatives to Combat in D&D and RPG

Quarrels, combat, battles, and even wars, are often a necessary part of tabletop roleplaying games, and most players wouldn’t have it any other way! But there might be times when there is too much at stake to risk a fight, or you realise mid-combat that your opponents are completely out of your league. If you’re up two against one level 300 aboleth, you should probably bounce. But, if you find yourself in a more manageable situation, then here are some tips and tricks on what to do before engaging.

1. If possible, talk it out reasonably

It might seem obvious, but players tend to forget all about the option to persuade or dissuade when they feel threatened. Ignore the heat and panic, and take a moment to reflect on whether the opponent might be someone an adventurer could bargain with. If the enemy understands you and has yet to attack, some DMs often leave room for a skill check to even out the odds. Particularly designed for Charisma-based classes, such as the Bard, Sorcerer, and Warlock, this alternative befits the Cleric and Paladin too. At level 5, a Bard with 20 Charisma, and expertise in Persuasion, has +11 to their roll; a high chance of weaselling themselves out of a situation. Add in some extra convincing role-play, and you might be rolling with advantage! Here is a list of persuasive phrases for a few verge-of-combat scenarios:

Win them over by appealing to nationalism

– I can’t help but notice the embroidery on your cape, a fellow Athkatlan. What do you say we put our differences aside for the night? Too much blood has been shed on our soil already.

By invoking race

– From one tiefling to another, I feel how irrevocably misunderstood we have come to be. But we can change this misconception, we can show them we are different, that we can be reasoned with.

By relying on gender

– Long has it been since I have crossed paths with a woman fending for herself in the wild. It is admirable indeed, and no easy walk of life, I should know. Perhaps you would make an exception for a travelling sister in need.

By drawing on shared experiences

– My good man, if you are indeed also a soldier as your comrade claims, then you know well that too many battles have been fought in vain. Many of our men met their end too soon, and we need not fall with them.

By calling on religion

– Let us honour our faith in the Moonmaiden, be it Selûne, or Sehanine as you know her by. She who opposes Darkness and champions Good beseeches us to spread her wisdom, not to fight amongst ourselves.

By bringing up values and family

– I cannot help but notice the great resemblance between you and young Merrowynn here. I, too, am a father, and I should wish to one day see my family again, just as you should wish to keep fighting alongside yours.

Invoking pity, for example by relying heavily on emotions

– Prithee sire, I am but a lowly wanderer, an adventurer with no great ambitions and no money to her name. I have nothing of worth to offer you, and I implore you to spare me. Life is the only boon that was given to me.

Invoking knowledge, and mentioning undeniable facts

– A fight in broad daylight is a suicide mission. Needless to say, you will alert the Dynasty’s national guard, and in times of war, marauding and assassinating without good cause is punishable by death. Your loot will do you no good dead. We can waste away our coin, or we can settle this peacefully.

Calling on logic, and suggesting a mutually beneficial option

– Our party is home to an incredible guide who knows the elemental plane like the back of their hand, and an extremely adept healer. We could be of aid; our Genasi Ranger tells me you are not native to these regions.

The doomsday argument

– Listen, we all know that beyond the Great Forest lies the Empire, an Empire favoured by none. Fight as we may, if we do not join forces to take down the entity that oppresses us, there shall be no tomorrow for us to see. There shall be no freedom to relish. I beseech you all to consider a truce.

2. Flattery will get you far

@jointeamalpha

Your first thought might be that flattery is limited to flirting and seduction, and typically restricted to Bards. Throw that out of the window! If you think outside of the box, then this combat-stopper is a well-rounded option, regardless of class, gender, and sex. Try these before resorting to a fist fight:

Proficient in History? Bring attention to fame or noteworthiness

– Lady Darkblade, First of Her Name, Mistress of the Forgotten Forest, Empress of the Highlands; your name carries across continents. Even my lowborn ears have heard of your unmatched accomplishments.

The classic and timeless “rumour has it”

– Rumour has it that this one over here knocked out two Giants in one punch. I doubt he wants to see time wasted on a group of wandering Snow Elves and Firbolgs. There are greater foes beyond these lands.

Flattery of the mind, especially good for wizards

– Such a powerful, and all-knowing Master of the Arts such as yourself would probably see it ill-fit to engage in combat with a party devoid of any academic and experiential training. Though, perhaps we will be in luck if the lack of challenge bores you to death.

Alright sure, seduction works too

– Sir Quixington, may I have a word, perhaps in private? May I call you Maxwell? How kind of you, Max. To be perfectly frank, duelling with such a handsome and strong man such as yourself would be wasting the more sensorial experience I had imagined upon first seeing you. I have been travelling these lands and never have I seen such an attractive… priest.

Well, trying it with an evil priest is a bit far-fetched, but it sure is a roll with disadvantage that I’d like to see! At least you can say you tried.

3. Call on your background or rank

The least appreciated and called upon advantage is probably the one given to players by their background. This alternative is so personal to PC backstories that examples of dialogue might not be fit to illustrate the point. Have a look at your background Feature; if you’re a traveller, your party may be able to pass through favoured terrain undetected by natural means, or if you’re a Navy SEAL (it’s a thing), maybe you can invoke your rank as Commander Lieutenant of the FrostGuard Garrison. Those with military ranks can usually command the respect of their subordinates, and this might extend itself to avoiding a kerfuffle.

4. Trade, or lend your services

This method of doing your opponent a favour as a means of escape is the one least used by my own party. Approaching level 8, we have sadly only just come to the realisation that perhaps we should be doing odd jobs for gold. Travelling rivals might give you a break upon offering to take care of something that has been a huge pain in their side for a while. For example:

Trading inventory

– Instead of killing us all for the platinum shield, rather time-consuming and messy if you ask me, and not a guaranteed win to be honest, we’ll trade it to you for your emerald dagger.

There is strength in numbers

– Well if you’re planning on storming the Castle of Silverymoon, you’ll need more than just four men. How about this, we’ll help you retrieve your stolen artefact, and you’ll let us go our merry way. What say you?

A fresh pair of eyes and ears on unfamiliar territory

– Our party is new to the city, and our business is our own, but we have time to spare at nightfall. Give us no trouble and we’ll see to being your eyes and ears for the fortnight.

Call on your particular skillset

– There need be no haste in this matter; we may be able to strike a deal. I have a highly trained Dwarf Artificer who makes bombs the size of a horse, and a Gnome Wizard-Assassin that can kill your greatest enemy whilst disguised as a Walrus. Solid plan? All in favour, say aye.

5. Offer up a zone of truth

A quick reminder that all your Persuasion checks might be to no avail at all if your opponents disbelieve your party and your worth alive. When in doubt, or when certain of failure, a party Bard, Cleric, or Paladin could offer up a zone of truth as proof of sincerity – immediately, or in a mere matter of hours.

6. Homebrew your bargaining chip: aka lies, lies, lies.

A funner alternative to persuasion when faced with adversity is of course going full chaotic liar. If you’re a Lawful Good Paladin playing on the safe and honest side, then this one might not be for you, but it can undoubtably lead to some hilarious acting. Do be wary, however, of how off the cuff deception checks might lead to absurdity, in which case your DM could have you roll with disadvantage, or severely (and justifiably) increase the DC. Nevertheless, here are some fun ways in which a D&D party can lie :

Disguise self

– I’m awfully sorry I can’t be of help, my liege, I haven’t seen any Dark Elves around here. As you can see, I am a proud Wood Elf myself and great worshipper of the city’s main patron, our Lord and Saviour, Holy Father, Totally My God Lathander.

Feign ignorance and redirect

– Hmmm, a treasure chest, a treasure chest. I think I saw a couple of feral Dwarven swordsmen with eyepatches and pink beards dragging a big old chest in this opposite direction here. In fact, now that I think, I do remember, there was the Emperor’s seal on it, and I did find it rather odd. But my wife Biglie always tells me to mind my own business, and so I do.

Feign allyship

– Oh my good friend, my dearest ally, my sweet long lost companion! I have not seen you in decades gone by. Oh how you have changed, and I too it seems, so much so that you have mistaken me for an intruder! Oh, how I long to embrace you once again, lay down your weapons, and let us share a drink in honour of finding each other once more!

Feign superiority

– I am, in fact, the sovereign ruler of the Mountain of High Tides, and it is actually you who is tress-passing. Another step, and my hoard of angry but very fair Goliaths will seize you and take you to my Torture Chambers of Treason. The choice is yours.

Fake news

– Ah, I believe we are caught up in a great misunderstanding. We are not here to abduct the Pope, we are actually conducting an inspection of the grounds of this monastery by order of the King. Official business, all monasteries must be inspected and be up to code.

7. Cause a distraction

@Shadedown

Within the subcategory of deception you’ll find distractions, ranging anywhere from a “Look, over there!”, to a carefully laid out plan comprised of illusions and trickery. Much like player backgrounds, distractions are often specific to context. Look around and assess your environment; is there anything that can be knocked over so as to create a sound? Are there any animals that could cause a raucous? Are the fabrics available to you flammable? Would it be safe for you to make a drunken scene? With so many options, PCs are truly spoiled for choice, and any good-spirited DM will entertain a fun diversion or two per session!

8. Consider situationally nifty spells

So often do players rely on spells in-combat that we tend to forget situationally useful cantrips or ritual spells that could end up saving the day. There are some very powerful high level spells that have great out-of-combat uses as well. Here is a Situationally Useful Spell List (not all inclusive) that might get you out of having to lose hit points:

Paralyse your enemy: Hold Person, Stunning Strike.

Escape: Arcane Gate, Astral Projection, Demiplane, Dimension Door, Expeditious Retreat, Far Step, Gate, Knock, Misty Step, Plane Shift, Teleportation Circle, Thunder Step, Transport via Plants, Tree Stride, Word of Recall.

Escape through or over difficult terrain: Control Water, Enlarge/Reduce, Feather Fall, Fly, Freedom of Movement, Gaseous Form, Mold Earth, Move Earth, Polymorph, Shape Water, Spider Climb, Stone Shape, Water Walk, Wind Walk.

Incapacitate or inconvenience your enemy: Antimagic Field, Counterspell, Entangle, Magic Circle, Silence, Sleep.

Dissuade from combat: Animal Friendship, Calm Emotions, Cause Fear, Charm Monster, Charm Person, Command, Compulsion, Dominate Monster, Dominate Person, Fast Friends, Fear, Mass Suggestion, Modify Memory, Suggestion.

Hide and protect: Blink, Etherealness, Greater Invisibility, Invisibility, Leomund’s Tiny Hut, Magic Circle, Meld Into Stone, Mislead, Nondetection, Pass Without Trace, Rope Trick, Seeming.

Remove the enemy: Banishment, Banishing Smite, Polymorph.

Communicate: Comprehend Languages, Message, Telepathy, Tongues.

Avoid or intercept the enemy: Aid, Alarm, Commune, Detect Evil and Good, Detect Thoughts, Divination, Find The Path, Find Traps, Scrying, See Invisibility, True Seeing.

9. Drop reason, rely on intimidation

@jointeamalpha

So you’ve tried playing nice, and it looks like your opponent doesn’t have an announce of sympathy in their body. Persuasion checks can be tough if you’re up against the big bad, or anyone who lies somewhere on the truly evil alignment spectrum. Puff up your chest, it’s time to intimidate:

Trigger Warning for this subcategory: violence and graphic description.

Out of your league

– Listen up you puny little knave, we are a party of five ferocious fighters who have seen war and death beyond what you could ever conceive of. I can assure you that if you pick a fight with us, you won’t live to regret it.

A friend of mine

– I can see how you would think that we don’t pose a threat to you, that we are easily provoked. It’s funny, really, how appearances can deceive. Curious, really. I wouldn’t like for you to meet the tip of the poisoned blades that my invisible allies, scattered around this city in the shadows and always watching, have pointed on you as we speak. Think twice next time.

Get out the gore

– Out of my way, I said, or I will rip your entire existence to shred, starting with your heart, which I will gladly and without hesitation force feed to the last man standing on your team.

Display of brute force

– As you can see, Morlasch, standing behind me here, is rending asunder an entire wall made of pure lava. He is immune to fire, and mercy. Imagine what he could do to a tiny face. Fascinating.

10. Run… Hide… Or just fight!

When push comes to shove, you might’n’t have a choice. When desired, engaging in combat is one of the best and most satisfying bits of partaking in any tabletop roleplaying game. After all, you spent good time preparing your moves and/or spells, and your diligent Dungeon Master has no doubt spent even more time preparing a world with intense encounters and riveting combat. So good luck adventurers! May you always face Vampires with a silver tongue, and if they refuse to concede, well, switch to the silver arrow instead.