You even got your players to send you some notes about their characters. Great! Your campaign is about to start - but to start it properly, you need to prepare for the first session.
With a bunch of first level characters, I usually look into the background the players provided for inspiration. I want to build the first session in a way that will engage all the players, and if possible, provide a good reason for each of the characters to pursue the campaign story line further.
Let's start with an example. Suppose we got four players, giving us the following backgrounds:
- A rough veteran who once served in a bloody war, now serving as a spiritual leader for his community (human cleric)
- A dazzling elven maiden who escaped imprisonment by an evil wizard, now seeking revenge for his abuse (elven rogue)
- A plumb merchant who lost everything he had to a nasty rival accusing him of cult work (a halfling sorcerer)
- An old mercenary carrying a relic belonging to his clan, sent on a journey to unveil its secrets (a dwarven fighter)
By looking at the characters backgrounds, we can conjure a simple "how the characters meet" story: The veteran is the one helping the elven rogue escape from her imprisonment. While she was searching for information about her captor she stumbled upon the the dwarven mercenary who was about to travel to the wizard to consult with him about the relic. The trio prepare for the journey (the cleric and the rogue wants the wizard to pay for his crimes, the mercenary dwarf is willing to cooperate as long as he gets his questions answered). On their way to the wizard's tower they meet the halfling merchant, who is travelling to the wizard hoping to sell him an ancient tome he recently procured.
Here we go, a classic D&D story involving adventurers traveling to an evil wizard's tower. After conjuring that story, I would have sent the players a short handout explaining the above in a little more detail, to ignite their imagination and create an initial bond between the characters.
But the characters backgrounds made the story a little more complicated than the classic cliche. The halfling doesn't want the wizard dead or in prison - he wants a contact for future trade. The dwarf also doesn't really care if the wizard pay for his crimes - he needs information about his relic. I personally think that contradicting goals can be a lot of fun, as long as the players don't end up exchanging blows for it..
Note that the way I constructed the "how the heroes meet" story also provided me with a great first session adventure, one that involves a classic D&D cliche (slay the evil wizard in his tower). To complete my work for the first session I need:
- Details on special encounters during the travel to the wizard's tower
- Information on the villain of this story, namely, the wizard
- Notes on the tower itself and the region surrounding it
- Leads to the next adventure, and the campaign
- To connect the adventure with the campaign, I'll probably include an interesting NPC the heroes can encounter on their way to the tower. A merchant, a traveling bard or a noble with his bodyguards. The NPC can talk about recent rumors - something about an artifact stolen from a nearby temple, with the local militia worried. This NPC can ask the characters where are they traveling to and why, to allow the players to role-play. A body-guard might try his line on the elven maiden, or the merchant will identify the halfling, just to spice things up and create an interesting scene.
- To spin the cliche, I'd probably find a way to make the "evil wizard who imprisoned an elven maid" somebody the players will want to keep around for a while. He might turn out a "good guy", kidnapping the elven rogue to protect her from someone. Or he might indeed be evil, but his experiments (using her pure blood to unveil the writings of an ancient elven prophecy) revealed some horrible truth and he now needs the heroes to help him avert a coming disaster. They might find him badly wounded, with a royal inquisitor searching his private rooms, bloody blade in hand. Anything that can provide a twist and create an interesting scene to drive the story forward.
- The wizard's tower can be a great site to explore for a new group, especially low-level. I'd include "a room for every player", meaning elements in the tower that will appeal to every player. A trophy room with (animated) dwarven arms and armor for the dwarf. A room with elaborate traps obviously guarding a special treasure for the rogue. A room with undead skeletons doing menial jobs (such as feeding the garbage to a hole with a gelatinous cube), to test the cleric's mettle, and so on and so forth.
- We already decided that the campaign revolves around a dragon trying to reclaim his kingdom. It's best, however, if the main story arc becomes apparent only in a later stage of the game. This way, you'll have time to adjust if you find the players pulling the story in unexpected ways. You can use the first couple of sessions to saw seeds - The rumors about a stolen artifact as told by the NPCs the heroes just met might relate on an ancient magical sword forged to protect the crown (stolen by the dragon's minions). The prophecy unveiled by the evil wizard might mention an undead army that is about to rise (created by the dragon to fight for him), etc. Each of these can be used to spur the next adventure. You'll need to stay tuned to the way the players react to those bits of information as you hand them out, and pick the one that seems to engage them the most as the seed for the next adventure.
(you can say that the first case is easy to solve - have the wizard have a protective spell, or have him have 90 hit points. I hate to do it - it will be obvious that I fudge, and I hate to nullify a well-placed blow or plan for the sake of my encounter)
So, what to do?
|(Source: google images)|
- Two combat encounters that are in actuality mini-adventures (with a map, NPCs, monsters and a cool environment to fight in). For example, a recently raided caravan with gargoyles trying to take off with one of the passengers. I don't usually over-prepare them, but I include notes to allow me to improve on top of them.
- Notes about what happens if the PCs "aren't there to adventure". Meaning, what happens if the PCs decide to stay at the inn and enjoy another mug of ale instead of adventuring. Maybe the wizard (after learning the truth behind the prophecy) goes to seek out the elven rogue, to gain more of her blood to continue his inquiries? Maybe a royal inquisitor appears, asking questions about cultists in the region, and trying to hire adventurers to accompany him to the tower? Or the local militia returns from the assailed temple, looking for a scholar to assert the importance of the artifact stolen from there (the evil wizard being the nearest scholar available). I use these bits of information as improvisational aids to help me get the story on track if needed.
Here you go - a first session packed with role-play opportunities, a rather detailed plot with many potential branches for the heroes to explore, and a cast of characters with goals you can build on to create an engaging session - the first in your new campaign.