Session 0

Boundaries

Rules about how the table and narrative runs  

What are some of yours that you might want to see added?

Themes (Buy-Ins)

These are the main themes of this Campaign, as a player you buy into them and agree to interact with them. When creating and running your characters think of ways they can fit into these themes or purposely plan how they'll overcome aspects that don't soon into the game. You will find an excuse to change your character so it follows the buy-ins, NOT excuse not following buy-ins because of character aspects. Refer to this when first making choices for what type of characters you want to play.  

Heroes

Communal

Spiritual Nature

Low Tech & Low Magic

Non-Western

 

House Rules

Rules about how the game runs.  

No Pvp

Conflict between characters is resolved by players agreement.

Player Agency

I do not like taking control of your characters and making choices for you. On mind control, corruption, rages, or anything like that I expect you to play that up and I will reward those that go above and beyoind.

Informed Decisions

I will always strive to make the player understand the mechanical consequences of actions, and always allow for retcon/backpedalling when a rule was misunderstood ("oh I didn't know that didn't work that way...")

Spotlight

I will move the spotlight from player to player; respect their time in it avoid interrupting including having loud conversations with players not currently in the spotlight. Prefer you use phones or notes. Levelling up  

Character Creation

 

Who are you?!

Your name and how the hell do you look  

Choose a Class and a Race

Some races over here  

Roll for attributes

  • Roll 4d6, drop the lowest value die for 1 stat.
  • If this roll is lower than 8, reroll it.
  • Repeat steps 1 and 2 until you have a set of 6 stats
  • If there is not at least 2 values of 15 or higher, drop it and start over
After rolling increase one ability score by 2, and another one by 1 or increase three different ability scores by 1.  
Amaya Note: Ability Scores
As a human Amaya only gets to add 2 in one ability scores or 1 in two ability scores.

Starting Skills and Proficiency

Each class has a choice of two skill proficiencies.  

Choose one extra skill with other player

You get an extra free skill proficiency, make up a narrative of how you met the player to your right that explains how your character learned that skill through that event.  

Three Stories

Come up with three 1 or 2 phrase stories that define your character, they create a narrative for your character backstory but also each story will give you opportunities to gain game mechanic advantages in game.
  1. Childhood Something that happened when you were very young, from birth until you stopped being a kid.
  2. Coming of Age: Something that happened around the time you became an adult
  3. Call to Adventure: Something that happened just before or as you were being called to go out into adventure and start your hero journey
 
Game Mechanic of Stories
Whenever something comes up in the game where your story could be said to give you an advantage, you can call it out to gain advantage to one roll. Once you do that you mark the story as used. You cannot use this story in this way again until you refresh it.   Whenever something comes up in the game where your story could be said to give you a disadvantage or your actions because of it would give your character a significant setback, you refresh that story.   In this way these three stories work in a loop of refresh that hinges on narrative decisions.  

Bonus Feats

Everyone gains an extra feat at level 1 from Bonus Feats  
Amaya Note: Feats
As a human, Amaya gets a ANOTHER feat not restricted to the list above. You can find a list of all feats here.   Here's a few recommendations:  
  • Actor Increase your charisma, advantage on passing yourself as someone else and can mimic speech.
  • Skill Expert Increase any ability by one, gain another skill and expertise in one more skill.
  • Telepathic Increase your Charisma, can send mental messages and detect thoughts.
  • Magic Initiate Great for gaining damaging cantrips, something the bard will find lacking.
  • Alert Go fast, never be surprised.
  • Eldrict Adept Some of the things here can be of great utility, like infinite disguise self and advantage on concetration.
  • Shadow Touched Increase your Charisma and learn invisibility spell
  • Fey Touched Increase your Charisma and learn Misty Step
  • Resilient Increase your Con and get prof in Con saves, great for making sure your spells don't fizzle out when getting hit.
  • Inspiring Leader Give a rousing speech every morning to give your mates some temporary hit points.
  • War Caster If you're going to be the melee fighting type of bard.
   

Spells and features check

We will go over spells and features of each character, so we each understand a bit of how everyone works.    

How did we all come together?

You're going to How did this group come together? What are some of your common goals?   

Test! pew pew! Roll for initiative!

Time allowing, we will run a test run that set us up for starting the game at last, finally, roll some dice

Comments

Please Login in order to comment!