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How do you start your new campaigns?

How do you guys normally start your campaigns? Classic tavern, or something unique each time?

I've been thinking of starting my next one with a surprise DMPC.
He'll be mid-high level and over the top, inducting the players into his party because despite his power, the contract he has specifies it must be accepted by a party. He'll want them to do nothing but stay out of his way. I'm thinking the contract will either be a bounty or goblin clearing task. The target either way will be in a small fort with only a rope bridge for access. He'll tell them to stay with the horses, go off on his own and promptly have the bridge cut out from under him, dieing to the fall.
If the party want the payout, they'll have to both get the contract from his corpse and then complete it on their own.

9 comments
  • I like to start my party off immediately after they failed their first quest. Session 1 is explaining the consequences of that failure, what that quest was, and how it went wrong.

    For example: "Two towns hold us responsible for the bridge that collapsed in our fight with the troll, who escaped, because we didn't burn the body. We're at worst fugitives, and at best in extreme debt. The adventurer's guild is pissed that we failed, too, and is demanding their cash advance back."

  • Typically, something like Fate's phase trio: https://fate-srd.com/fate-core/phase-trio . The tldr is you establish history between the characters before you start.

    I don't really like the "you are working together because you're both players at the table, not for any in-character reason" trope at all.

    The example you give in your OP is not a good idea for an interactive storytelling game with friends. It has too many spots where the players might want to do something, and you're going to want to reject it because you have a set idea of what needs to happen. Either take this idea and move it to your "I should write a book" folder, or start the game where it has already happened.

    You can totally start a first session with "You were hired by Dmitry Peacile to do a job. The whole time he was aloof, arrogant, and insisted things be done his way while you stay out of the way. It became apparent you were only there for a technical reason in the contract, even though he kept the paper on his person and never let you read it.

    Well, just a few minutes ago he rode his horse over a rickety rope bridge while insisting you all wait here. The bridge gave way, Dmitry, his horse, and the contract that entitles you all to a big payout plummeted into the depths of Goblin Song Gorge below.

    What do you do?"

    Now you're starting where the players have some agency instead of possibly wasting hours doing stuff where you don't want the characters to change things.

  • My setting has a town, kind of like the one at the entrance to the Grand Line in One Piece, where most people going on an adventure have to stop. The Townspeople there know adventurers do better in parties, so they guide any visitors to the local tavern to help them form groups, and so that they can get gossip about them, as nothing much else happens in this small mining town. The tavern is run by a former adventurer that tells them about the first choice they're going to have to make in their journey, which path to take through the mountains.

    So it's not me that was pushing them together to make a party out of nowhere, it was nosy locals in setting. This also let me introduce a recurring rival character who refused to join their party because he's a rich asshole.

  • I could see a party abandoning the quest to try and go after the DMPC's stuff, if it's cooler/more valuable than the quest reward.

    Maybe have it be an old soldier that lives in the town, and the townspeople are trying to get him to stop trying to handle all the problems nearby alone because he's getting old. So his gear would just be his old military stuff. Good, but not worth diving into a river for. He's grumbly about having to sheperd some runt adventurers so everyone will stop pestering him, and insists on scouting ahead so the youngins don't just stumble into an ambush and get their heads cleaved off.

    Cue rope bridge.

    That also gets you potential hooks with the town not trusting the party since the guy didn't make it back, or being understanding and throwing a wake/funeral.

    Or hell, if the party succeeds some checks and keeps him off the rickety bridge, you don't need to worry about him hanging around past the first "quest" messing with balance. Him missing the signs of the rickety bridge gets through to him and he decides to retire.

9 comments