Sunday, 8 June 2014

We Started From the Bottom - Part One

Starting off your adventure is often the most challenging part of a DM's job; and its all too easy to just go, "Ok so you guys know each other and have been travelling for about a week now. You're all chilling in the inn when a guy walks up to you." BORING. This is simply bad story telling and leaves a lot of questions unanswered. All it does is leave the players thinking, "why are we travelling together?" "where are we going? how did we meet?" Or even worse "why is my wandering paladin travelling with this dark cleric?" These questions can be talked out over the first half hour of sitting around in the inn, but that doesn't throw the players into the story like you (and they) want. So thinking about what people want from a first session begs one question. Why is starting off a story so hard? The answer? Because none knows who they are yet. Sure, your players may have a four page back story written up and have images of there epic warrior who could fell a dragon in one swing, but whoever the player thinks they are going to be doesn't mean that's how they will play within the group. Before we get into how to plan your first session lets start thinking like a DM and ask the important questions you should be thinking about answering.

As The DM
As the DM you have to be careful about what your first session focuses on. Even if your starting the party with level 20 veteran characters session one should never be about introducing a big bad threat to the land. It should be about one thing, exploration. When planning ask yourself the following questions:

1. Where Are The Players Going And Why? 
It only poses questions to simply say "You have been travelling together" so give them details; tell them where they met, where there going and why they decided to travel together. If there characters who's alignments normally wouldn't mix then push the group together, telling them the reason there a group is because there have been trolls roaming nearby and there's safety in numbers. Another good question is where are they headed towards and why are they going? Keep this simple. Each of your players want something in the next town over but the path is dangerous or they have been charged with protecting a cart and its stopped off for a few days in this town. Regardless of what you decide it should always leave your players having a goal - no matter how off the rails they go in session one.

2. How Does The Party Interact With The World?
Every party is different. The way they will play will always be changing with both the way the players are and the classes that form the group. If you give the party a quest to help a local farmer run some goblins from his lands, some party's will simply kill the goblins. Some will research and try and maybe sneak in the goblins camp. Others will think the job is below them and some might just kill the farmer and try to tame the goblins. As a DM, its your job to work out likely ways your party will interact with the world. There's no point writing a dungeon crawl to recover a family heirloom when the party would rather just kill the guy and loot his house. Session one is all about learning how the party will act and how to write a story that will both play to there strengths and challenge there weaknesses, stopping every session from being: kill monster X, find Item Y. A DM that can masters their players style will always make the most fun quests.

3. How Does The Party Interact With Each Other?
Like I said, every party is different and its your job to know just how different. But the way they hack and slash through the enemies you put before them isn't the most important part of your games, especially in your first session. In session one players will make jokes about each other, dick around and experiment with there abilities. Though not immediately useful to you as a DM, after session one the bonds and grudges they form will be a valuable tool to play on later in your story.  It will also allow you to steer the story in ways your party are more likely to enjoy, as it may fulfil a need or goal shared between several members of the group. In session one there is one thing you need to do in regards to this, just listen. Introduce the situation, then shut up and listen until the players stop talking. Taking notes on player interactions is also useful. Even now over a year into my campaign, my players still talk about things that happened in session one that began to define who they are.

4. What Do You Want The Party To Leave the Session Thinking?
This is something you should think about when planning anything but with session one, its more important than ever. You want the players to feel cool. This isn't about challenging them and giving them gripping, compelling story lines, its about getting them comfortable in there characters skin; killing something; getting some loot and leaving the session thinking "Woah my character is so cool! I can't wait to see what happens next week!" If you can accomplish that, they you have done your job well.




As The Players
Now think about your players and more importantly, what does a player think is going to happen when they come to session one? Lets have a look at what players expect and why its important to give them what they want.

1. Whos This Guy?
So our party has met. It's had its giggles and diggs, now its time to get down to business - the quest. As the DM, it's time for one of your most important tools, the Quest Giver, He/She/It will give the party their first quest and that quest should always follow these rules; It should be short, simple, rewarding, important to someone and the party should never be alone in the quest. So lets look at these.
Why should it be simple and short? The answer is, you want it to be over by the end of the session. Don't send the party down into a trap-filled dungeon and don't have them do a tone of searching for a missing boy who no one seems to know anything about. Keep is short, sweet and to the point.
Why should it be rewarding and important to sum one? Well to put it simply, its an incentive. It stops your players from saying "There may be fish men coming out of your well but why is it my problem?" Give them a reason to want to undergo the challenge and more than just material gain. Tell them about the man's youngest daughter who was dragged down the well and how desperate he is for her return. This brings some reality to the story. Had the Quest giver simply gone "The fishmen came up the well, stole some stuff and ran away." The party isn't compelled to complete the quest. Were that me I'd tell the man to get over it, and seal the well over for a bit. But with the image of that lost little girl down there afraid, cold and missing her daddy its hard for the party to say no. The players should always leave session one knowing they have made someones life better.
Finally, why should the party never be alone? Well, when I say never alone, I don't mean have the NPC follow them all the way to the monsters lair, but that they should have someone to talk to.There should be information to be gathered if they look for it or someone to give them a hint if they get lost. This leaves the party always thinking what to try next, not stuck not knowing what to do.


2. What Can I Kill?
A lot of players come to the session with images of slaying a troll and mounting its head on their wall or sending waves of fire soaring across a field of Goblins . Why not? They're heroes after all. Your first session should have one fight and only one fight (presuming your playing for around 2-3 hours). Why is this important? Well firstly it will teach your players how to fight and what their bonuses and damages are. For spell casters it might teach them just what a spell does and for a thief they might learn not to run right up to the ogre. Fight one is the time to make mistakes and learn the rules but more importantly its time to make them feel awesome. They should leave the fight feeling like they can take on the world. Think about tutorials in computer games. Ever wondered why the mini boss at the end of the level is so big when he's so easy to kill? Simple, because killing it makes you feel awesome. This is exactly what you want to do with your first fight.
Choosing the enemy and how you introduce it is also very important. The party should know a lot about what there up against. They should know what to expect of the creature and with more research where to find it and what its weaknesses are. Things like Ogres are great for this. They are common place in most terrains, they're dumb and they're Huge. Taking down one of these shouldn't be too challenging for even a lv1 party and will make them feel great. My party even made there own quest to sell the beasts head. Make sure to be extremely descriptive during the first fight, no "ok roll to hit, Ok now D6 damage" BAD DM! BAD! Tell the player, look into there eyes and explain how their sword sings as it cleaves through the air and into the beasts hide then the satisfying crunch and groan as it draws its final breath. All of this builds to the atmosphere of the fight and all you are trying to do is make them feel powerful.  Remember rule one of the first fight. Make it big, make it scary, keep it simple and make it awesome.

3. Wheres the Loot?
So They killed the big bad monster with a few cuts and bruises to show for it. They're feeling like the kings of the world. So is it time to spring the trap, take away their sense of victory and drink their sweet sweet tears? No. This is session one its time to reward them and the only way to make them feel even more awesome after killing the big boss monster is for them to loot his lair (and or pants). Give them loot, not too much but enough to make them feel special. Semi precious gems are great for this. it gives the players something nice and shiny and they will be left thinking "How much is this thing even worth?!" and  "Oh my god we're rich!" Sticking in a small magical item is also great and will be very useful later on teaching the party about item identification, as well as how magic items work within your world. Be careful though! There is no point giving the lv1 party a +10 longsword and a billion gold. Yes it will make them feel awesome but it will make future finds less meaningful. Give them something mysterious, give them something to spend and the players will leave satisfied.

4. Whats Next?
With the quest completed, foe overcome and loot discovered, its time for the session to end. Remember at the beginning we asked the question "Where are they going?" Well that's where session two will be headed and that's all the party should know. They leave session one thinking back on their experience, their funny mistakes and that epic final blow. They're also left curious at what this magic item does and how much these gemstones are worth. They are left fantasising about where they go from here, about what lies ahead of them and they know they are more than capable of taking on the world.


Stick to these ideals and no mater what system or setting you play in, you will have an amazing first session. Next time I'm going to be analysing my first session with the group and about how the things I planned followed a lot of the rules outlined above.

Here are the links to my first session with the group. I was still working out the rules set and I make the Newb Dm mistake of calling the characters by player names, but we all have to start somewhere.

Part 1
Part 2

Don't forget to check out my commissions page HERE. See you all next time.


Monday, 2 June 2014

The Song of Russ

Hi Everyone, travelling to Cloud Tearers mountain was the first real challenge for our characters. but what of the history of this frozen mountain? all is explained in the Song of Russ

THE SONG OF RUSS
Long Before the age of man,
where the peaks do tare on thru the clouds
the frozen wastes did howl and sneer
and cover all with pallid Shrouds,
but one brave blade with flesh of Green
he claimed the mountain for his own

and brought with him thru stone and steel
a fortress they did call their home.

krakvald spoke within their tongue
Meaning mountain brought to rest
they came in droves of ten and twelve
and all were welcomed to his breast.
a chieftain known as strong and bold
Malbog Russ, His name they called
In reverence of his mighty hold.
its bulwark high and commons walled.


but only those of Malbog's kin
did see the keep with favoured praise
for atop the peak and deep within
slept a beast who grew with frozen ragea roar of cold that chilled the hearts came from the summit top
on wings of white, with vicious bite it drew itself aloft
down the valleys did he call,
spreading glints of crimson death                                                           

and one by one the orcs did fall
there screams a final breath
the dragon ancient fierce and vast
its talons keen and Curved
left bodies lying in the snow
but krakvald left preserved

thru spell and spite they fought the drake
for blade and hue had no avail
and strength of arm it mattered not

for their foe was dressed in perfect scale



But Russ was gifted with a Spear 
from ages long  in timeand with it he did cleave the beast 
with blade of spell and bind

so back atop the mountain high
did the dragon flee in repose
and with his scorn looked down below
until he fell to lasting doze

for many years the orcs did live
in piece beneath the mountain loft
but soon the ground began to quake
the dragon squinted down and scoffed

A titan Built of Ice and Spell
came crashing thru the mountain side
the people knew their cause was lost
the gates were barred the orcs did hide.
Urguard then the foe was named
and death was all left in its wake                                                              

the chieftain once again stood up
and planned that he would meet the drake.

By cover of the icy storm
Russ did climb the crags and peaks
Till high above the titans gaze
the dragons lair the chief did seek.

awoke the beast did  claw and writhe
protecting all he hoards so dear
but instead of fight and slash and stab
Russ smiled and then lay down his spear  

the drake curious at the orc so bold
did spare him icy breath
and a deal was made between orc and beast
to source the titans death.

but the gambit made was one of trust
for the stone inside the spear a gift
for everlasting life it gave
and this would be a final wish.



so too the dragon gave a part     
his crest hued down to a horn              
t
o bellow in a time of need
and so he answers to the call.

so down Russ went his life not long
and stood beneath the titans sight
He pursed the Siren to his lips
in hopes the drake would end his plight

Russ was broken, features torn
by the time the dragon came   

Urguard fallen in the snow 
and left as nothing but a name

and so the dragon saw the end
of an orc so stout and brave
and left his people down below
for all his debts were paid





Thanks for reading. cya nextime.