I'm starting a new ShadowDark Campaign. Four players. Roll 20. Mondays 7pm to 10pm. And for the first time, for me, livestreaming the games on YouTube. Something I, and the others, swore never to do. But here we are.
Session Zero(s)
Each time I start a new campaign I like running one-on-one sessions for each player coming into the the game. I feel this is the best way to get players invested into a campaign world by allowing them to create relationships independently from the party. They can carry these into the game and their significance lasts as long as the player wishes it to last. Here is a quick list of things I try to address during a session zero.
- This time around players rolled up their characters independently. Expect Joe. I have to keep an eye on Joe.
- I have a handful of house rules and go over them and answer any questions.
- We discuss the particulars of the character. Sometimes (rarely) do they have goals or traits that would drive them. Old school players tend to go light on this because the character could die before Charisma is rolled.
- I usually do short write ups about their character and how he or she fits into the campaign world. This includes what knowledge the character would possess going in. A guide. A short one. One of the frustrations I always had as a player is going into a campaign world then doing something my character would have known not to do. Well. Maybe.
- I introduce NPCs through a role-play. Who knows the character. Friend and foe. Possibly and employer. Family. A pet. Whatever jives with the character.
- The latter half of the session is used to go exploring. A short adventure. I use this time to work out kinks in the character and to explore the system of combat and how house rules come into play. This is not going to be a deadly adventure (but damn near).
- My session zero can creep into two sessions. I think two sessions are the best. I think a lot of character building can happen in those sessions.
- Then the characters come together. With them they carry their own experiences, friends, enemies and knowledge separate from the group. I believe this adds a nice dynamic to play.