BBQ Pork
2018-06-06, 11:30 PM
Help me set up my Session 0!
Explanation: I am taking over DMing for my group. I’ve been playing with the same DM since ’94 and we switch off. So I know him well. This year and last, Steve ran a 2e campaign (Modified Dragonlance “What if different characters answered the call.) We are all new to 5e and I am running it. My co-DM has been watching people on YouTube play the newer editions.
I will run the Sunless Citadel from the Yawning Portal book as a sort of "sea trials", then run the Tomb of Annihilation as a campaign.
Intro: How I run my game
Short version (they know what this means) : “Pretty much like Steve, although I might throw in a few slightly jokey things from time to time. I also have an affinity to handing out “gadget” magic items, rather than big bonus number items.”
No Evil characters, no PVP. How you handle party treasure and magic item picks is up to you. The method used in the last campaign worked for me. (Most of the players are related or have known each other out of game for a long time.)
Food and such: We play at Steve’s house. As DM, I’ll feed myself before arriving and be standing most of the time. Steve and provides food, but the others bring a few snacks, and leftover snacks are stashed for the next game. (Also, I’m on a Keto diet and so I will abstain from most of theirs anyway) No drinking, no drugs. No smoking inside the house.
Character death: It happens. I will have a backup character or two available. Take it, or roll up your own. If the party has resources to Raise or Rez the member, that’s their choice. (Unfortunately, I will be running Tomb of Annihilation, so that will nix the rez, not my usual rulings.) If you die, y’all can divvy up the fallen dude’s major gear.
XP will be calculated post-game by the DM and leveling will occur pre-game at the next session.
Character absence: No Risk=No Reward. If your character is missing, it won’t get XP for a session it misses. If the player misses a session, the character does too, unless someone else is willing to play it, or it is vital to the DM’s plotline. If a player quits the campaign, the character “gets lost in the woods” and might show up again if we need a spare character or the players returns.
Loss of equipment: Stealing and replacing all your stuff is a PITA for the DM and a frustration for players. I don’t do that unless I HAVE to.
(Appropriateness at the table. I don’t have to address this with them. We keep things PG-13. I do not address drugs or sexual topics in my games. I downplay alcohol use as we have a recovering alcoholic there.)
I explain their characters:
Each of you have a folder. (The DM and co-DM worked with the players to write up exactly what they wanted) Page 1 is your character sheet. Following, are sheets with the pertinent info for your race and class. Each “kit”, “tradition”, “archtype” or “path” that you can take for that class is a separate set of sheets. Whatever path you don’t take, I’ll pull those sheets out. Being our first try at 5e, if we find that a path doesn’t work, we can adjust. The folders stay at the DM’s house.
You will see some things are highlighted in yellow. Those things are stuff that might be important in combat, and are available at your current level.
The last sheet in your folder is your spell list, if you have spells. You will have the PHB available, and a set of spell cards.
I will be using: The PHB (minus Tieflings and Dragonborn, unless you specifically ask for them), DM Guide and Monster Manual.
I will be using the spells from XgtE. I will be using the Tal’Dorei book for the setting (map, place names, deities and general setting), but not Mr. Mercer’s homebrew stuff.
I get into the differences with 5E
ACs and initiatives are best to be high numbers. Always try to roll high.
Initiative is D20+modifier, high roll wins.
To Hit is D20+modifiers, meet or beat enemy AC.
Critical Hits are: roll all the damage dice twice and add them up. Class/race features might add even more. No Critical Fumbles.
You will probably do Piercing, Slashing or Bludgeoning damage with your weapons. Damage types matter. Spells might do Fire, Cold, Acid, Force, Poison, Psychic, Necrotic, Radiant, Lightning or Thunder damage. Something with Resistance against a damage type takes half damage. Those with Vulnerability take double.
*Explain Advantage/Disadvantage*
Saving throws are based on stats now. Roll 1d20 plus appropriate modifiers, you’ll be told the DC.
Short Rest: Spend 1 hour of down time doing very little activity and roll up to half your HD (Con modifiers included), and heal that much.
Long Rest: Spend at least 8 hours of down time (6 hours sleeping, 2 hours whatever), regain ALL lost HP, and then up to half of their lost HD, (minimum 1). (No more than 1 long rest/day. Must start the rest with at least 1HP.)
If you are a spellcaster, you may have to roll dice to have your spell take effect, or a creature may get a save against your spells. Your folder will have the formula.
<I explain weapon and armor proficiencies>
Houserule: If you have Heavy Armor Proficiency, you will get Heavy Armor Mastery free. Otherwise, IMO, heavy armors won't be worth the expense, weight or hassle.
Finally, we start to play.
The Druid and the Barbarian met earlier (I explain this in a brief run-through separately after Steve’s final session) I give them the adventure hook of the white and black apples at the Sunless Citadel.
The rest know each other through the Paladin, who is enough of a link through their backstories. I sort of railroad them “It’s lunch time and you smell fresh baked bread coming from the inn. ” from to the tavern, where the only remaining seats are at a large table, occupied by the first two. (The local humans choose not to sit at the table with the scowling elven druid and the even scarier half-orc barbarian.) Now, the two groups meet each other. At some point, a NPC drops the “You here to rescue the Hucreles?” hook for the module.
Am I missing anything?
Explanation: I am taking over DMing for my group. I’ve been playing with the same DM since ’94 and we switch off. So I know him well. This year and last, Steve ran a 2e campaign (Modified Dragonlance “What if different characters answered the call.) We are all new to 5e and I am running it. My co-DM has been watching people on YouTube play the newer editions.
I will run the Sunless Citadel from the Yawning Portal book as a sort of "sea trials", then run the Tomb of Annihilation as a campaign.
Intro: How I run my game
Short version (they know what this means) : “Pretty much like Steve, although I might throw in a few slightly jokey things from time to time. I also have an affinity to handing out “gadget” magic items, rather than big bonus number items.”
No Evil characters, no PVP. How you handle party treasure and magic item picks is up to you. The method used in the last campaign worked for me. (Most of the players are related or have known each other out of game for a long time.)
Food and such: We play at Steve’s house. As DM, I’ll feed myself before arriving and be standing most of the time. Steve and provides food, but the others bring a few snacks, and leftover snacks are stashed for the next game. (Also, I’m on a Keto diet and so I will abstain from most of theirs anyway) No drinking, no drugs. No smoking inside the house.
Character death: It happens. I will have a backup character or two available. Take it, or roll up your own. If the party has resources to Raise or Rez the member, that’s their choice. (Unfortunately, I will be running Tomb of Annihilation, so that will nix the rez, not my usual rulings.) If you die, y’all can divvy up the fallen dude’s major gear.
XP will be calculated post-game by the DM and leveling will occur pre-game at the next session.
Character absence: No Risk=No Reward. If your character is missing, it won’t get XP for a session it misses. If the player misses a session, the character does too, unless someone else is willing to play it, or it is vital to the DM’s plotline. If a player quits the campaign, the character “gets lost in the woods” and might show up again if we need a spare character or the players returns.
Loss of equipment: Stealing and replacing all your stuff is a PITA for the DM and a frustration for players. I don’t do that unless I HAVE to.
(Appropriateness at the table. I don’t have to address this with them. We keep things PG-13. I do not address drugs or sexual topics in my games. I downplay alcohol use as we have a recovering alcoholic there.)
I explain their characters:
Each of you have a folder. (The DM and co-DM worked with the players to write up exactly what they wanted) Page 1 is your character sheet. Following, are sheets with the pertinent info for your race and class. Each “kit”, “tradition”, “archtype” or “path” that you can take for that class is a separate set of sheets. Whatever path you don’t take, I’ll pull those sheets out. Being our first try at 5e, if we find that a path doesn’t work, we can adjust. The folders stay at the DM’s house.
You will see some things are highlighted in yellow. Those things are stuff that might be important in combat, and are available at your current level.
The last sheet in your folder is your spell list, if you have spells. You will have the PHB available, and a set of spell cards.
I will be using: The PHB (minus Tieflings and Dragonborn, unless you specifically ask for them), DM Guide and Monster Manual.
I will be using the spells from XgtE. I will be using the Tal’Dorei book for the setting (map, place names, deities and general setting), but not Mr. Mercer’s homebrew stuff.
I get into the differences with 5E
ACs and initiatives are best to be high numbers. Always try to roll high.
Initiative is D20+modifier, high roll wins.
To Hit is D20+modifiers, meet or beat enemy AC.
Critical Hits are: roll all the damage dice twice and add them up. Class/race features might add even more. No Critical Fumbles.
You will probably do Piercing, Slashing or Bludgeoning damage with your weapons. Damage types matter. Spells might do Fire, Cold, Acid, Force, Poison, Psychic, Necrotic, Radiant, Lightning or Thunder damage. Something with Resistance against a damage type takes half damage. Those with Vulnerability take double.
*Explain Advantage/Disadvantage*
Saving throws are based on stats now. Roll 1d20 plus appropriate modifiers, you’ll be told the DC.
Short Rest: Spend 1 hour of down time doing very little activity and roll up to half your HD (Con modifiers included), and heal that much.
Long Rest: Spend at least 8 hours of down time (6 hours sleeping, 2 hours whatever), regain ALL lost HP, and then up to half of their lost HD, (minimum 1). (No more than 1 long rest/day. Must start the rest with at least 1HP.)
If you are a spellcaster, you may have to roll dice to have your spell take effect, or a creature may get a save against your spells. Your folder will have the formula.
<I explain weapon and armor proficiencies>
Houserule: If you have Heavy Armor Proficiency, you will get Heavy Armor Mastery free. Otherwise, IMO, heavy armors won't be worth the expense, weight or hassle.
Finally, we start to play.
The Druid and the Barbarian met earlier (I explain this in a brief run-through separately after Steve’s final session) I give them the adventure hook of the white and black apples at the Sunless Citadel.
The rest know each other through the Paladin, who is enough of a link through their backstories. I sort of railroad them “It’s lunch time and you smell fresh baked bread coming from the inn. ” from to the tavern, where the only remaining seats are at a large table, occupied by the first two. (The local humans choose not to sit at the table with the scowling elven druid and the even scarier half-orc barbarian.) Now, the two groups meet each other. At some point, a NPC drops the “You here to rescue the Hucreles?” hook for the module.
Am I missing anything?