Session 0: Villain/Antihero Campaign
1. Team building
What’s one thing you love about tabletop RPGs?
Are you most excited by combat, exploration and puzzles, or roleplay? Roleplay, combat, i just got here.
2. Scheduling
When/where do we want to meet? Fridays after 5. Saturday Sunday.
When should we cancel?
Does your character come and go as they please, or do they stick around til the end?
3. Table expectations
Phone expectations, fidget toy stuff
Do we want to go villain or antihero? villain to antihero
I think the general tone of the campaign will be dramatic, with some funny bits, some brief reprieves.
You guys can make up pretty much anything in the moment. Try to make it fit with the lore, but otherwise you are free to say pretty much anything of your backstory and it'll be true.
When can an action be taken back, or retconned? If it upsets someone.
If the time comes, is player vs player okay with you?
What pet peeves do you have when it comes to dnd?
What rating would you prefer from this campaign?
4. Campaign framework
Tech level: The tech level is stuff like guns, cars.
Difficulty: How challenging do you guys want this to be?
Main story themes: Cycle of violence.
Do you guys prefer a linear or non linear structure?
5. House rules
We don't play with exhaustion or weight, except in certain fringe cases. If you couldn't realistically fit an item through the opening of a pack or satchel, or carry it, you can't have it. (Certain exceptions)
We use bg3 rules for stuff like throwing, shoving, dipping. All of those can be done as a bonus action.
When using a healing potion, if you use an action, you get the full possible amount of healing from it. If you use a bonus action, you roll.
We double the dice for critical hits, which is a natural 20.
How do you want to do critical fails, or a 1 on the d20? Do we want 1s to be punishing, or do we want them to just be an inconvenience?
A natural 20 is a critical success and will always succeed, unless there are extraneous circumstances.
6. Character creation:
Level 3 character.
Point buy for your characters.
We will level up after reaching milestones, I'll let you know when those times are.
When you level up, you add the max possible hp to your maximum.
If you want to go more in depth with your character, let me know, this session is really just to get us to a good starting point.
Once characters are made, do a small non-canon combat/noncombat session. Give them chances to do a few checks and such.
You all have arrived in the abandoned village of Jehora. This was once a place known for their beautiful gardens and carefully curated shrubbery. Now the town is nothing more than empty and collapsed houses and overgrown greenery. You were sent here by a bald, cavity ridden man in a tavern who promised a handsome reward for you to investigate rumors of a jewel of animation.
Everybody roll perception. DC:13
"So, I'll ask you guys to roll a skill check. On your character sheet is a column full of different skills and the bonuses you have to them. When I ask, you will roll a d20. After you roll the die, look at the number you rolled and add the corresponding bonus to the number. That's your total. IF your total is above the DC, Difficulty class, that means you succeed. I won't always tell you if you failed or succeed, especially when it comes to perception checks. Also if you roll lower than your passive, you can take your passive instead.
You notice that on the ground around you, vines have started snaking their way towards you. As soon as you notice them, they twist and take humanoid form. A few bushes and trees uproot and start walking towards your group. You can see purple energy move through the ground from a tree into a bush. The bush comes to life, raising his branches.
Roll initiative.
(Initiative/combat lesson)
Afterwards, have the bushes be defeated. Have the big bad tree have the jewel of animation inside of him.
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