Session 1 down in Eberron: Some thoughts.

So we had our first session tonight. It was predominately role play, which both of my players enjoyed. I want to briefly talk about setting the scene, how important NPC’s are and some thoughts on starting a new story with new characters.

In character creation, we were a little rushed. I tried to ask my players questions, about their characters past, about their reasons for being where they were and general setting information. It worked out well enough, they were loosely tied to the situation but I needed a clearer idea of the scenes and locations they were in before we started play. I had a vague idea of the feel but had not worked out any concrete details. A while ago, I used to write “read a loud” text for locations. While this can be restrictive, it helps the players (and especially yourself) to set the scene. There are so many variables and possibilities flying around in your head while you DM that you should do yourself those small favours. This is especially helpful as you can dream up something memorable before hand. The little things are easily fudged but that one main feature that will make your location memorable and set the scene well are important. For next session, the party will most likely visit two bars, a dreamily den and perhaps a shop of exotic goods. Before play, these places will have a two sentence description of what they look like. There needs to be something unique, a hook, that will place these locations in the minds of my players. One thing that they will later think “that’s the place with (insert cool and memorable aspect here).

NPC’s are integral to a good game. It turns out that an off the top of my head NPC, the Halfling fabricator Nikola, resonated with the players. Her sister and mother still live in Castellan, the adventure location, and Nikola is working with the fabricators guild make money and get them out. One player was very interested in her families plight; a subplot right there. The questions I asked about the characters and how they knew each other, a common ex-lover, were also a spring board. This as yet unnamed NPC and the ex-lover might find their paths crossed, with strife in their stars. This all came together from an NPC voice and her function of letting the PC’s know about the adventure location. Linking her family with the world have made the place feel more connected and alive.

There was one main problem tonight; it didn’t flow as well as an established story. This tends to happen at the beginning of a new story. Our group had not met for ages, so there was a sense that we wanted to just chat as well. This really comes down not giving the appropriate amount of time in a session 0. We were all keen to get the character made and get into it. But without fully fleshing out the why of the character and what they are doing in this situation, you can be clutching at straws. Once you have established a motive, established reasons for the PC’s to be doing what they are doing, it flows naturally.  Now that the party knows where they are and what is going on, the action can fly. This can also be the problem with a slower, more story focused introduction. It is easy to get buy in with a more action orientated introduction, a chase, a pool of blood, a house on fire. This grabs immediate attention. If you will not use a device such as this, take the time to tie the players into the world. Situate them solidly in the situation.

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