this is literally cut and paste from my campaign editor on DnD-B:
The party starts as level 0 peasants in a region where an army is being actively recruited. These individuals have volunteered to join the army, learn some skills, and work to protect the land they call home. But sometimes things don't always go according to plan.
This campaign is designed to teach new players the roll and feel of the game as a whole, and allows them a way to build a character, with some back-story, without feeling overwhelmed by needing a lot of information about their character before the very first session.
They sky overhead has been growing darker by the day as the threat of local battles looms closer. The Army, needing fresh boots on the ground to defend the area, has opened up recruiting in your village, and you've decided to answer the call.
A large tan tent has been erected on the southern edge of the village, most of the side panels being rolled up and tied at the top to allow for air flow through the tent. A sergeant is stationed at a table, scribing the names of any towns-folk that wish to place their mark, and take up arms in the war. As an older farmer steps away from the table, having signed his name on the recruitment sheet, the sgt. speaks up.
"Next! Who's next to sign up to defend your homeland?" He looks around at a few people who are lingering near the tent, not quite sure if they want to take the plunge. "Next!"
basically, the sgt will guide these brand new players through their zero level, sort of like the training missions in MMOs. once they've gotten a handle on how things work, theyll "graduate" into soldiers, earn their "first" level, and then be able to use their created-character sheets. i figured it was a nice way for them to be able to build a character with a little action and role-play built in. im striving to be the next matt mercer, so i gotta try something ive never heard of before!
ps, ill never be as good as matt. for starters, my hair is falling out, and just doesnt have that illustrious shine!
I like the idea. Your writing style is pleasant and paints the scenery very nicely.
I just think it requires some precision so it doesn't get too railroad-y. It's easy to get distracted when building a campaign you're really excited for and make the story too streamline (been there, done that). In an army camp they're of course confined to a single location without much freedom, so make sure there are things to do in between training.
A military setting could be good depending on the group. New players might enjoy having their hand held through their first level, but more ambitious players are still hard to predict. My players would probably try to become deserters or attempt to overthrow the generals and seize control of their unit. You did though say this was for brand new players so I'd say it's more likely to work without major complications.
Make sure to have the training missions vary in their content. I'm not clear on how fantasticalyou want the campaign, but depending on that, the training could be very interesting at times.
Incorporating roleplaying could be a bit of a challenge if the only NPCs they have are stoic military officers so maybe throw in a recruit or two who might have insight on the happenings around the camp. Throwing in some stuff for them to find will also get them more familiar with rp.
All in all, pretty solid foundation for an easy start.
ps. I'm a woman and even I'm envious of Matt Mercer's gorgeous locks. We can only hope, my friend.
Yes. The Basic Training idea is pretty cool - and it really does seem like a good way to hold new players' hands through the initial concepts and mechanics without having to spend unreasonable amounts of time on things. I also think that having some recruits who are 'in the know' to help flesh out the beginnings of your world might be a great idea.
If it were me, once they are ready to get their 1st level and move on in the story, I'd have something 'big' that doesn't seem big happen. Some small detail that maybe your players don't pay too much attention to, but that you could refer back to later and get that 'oooooohhhhh' look.
That will help train the players to pay attention (and make them paranoid about every detail, cause being the dungeon master is all about the psych games baby). :D
You have quite a way with words Ghomer, I'm already feeling inspired just by reading this prompt.
As an entry plot for new players to tabletop gaming (heck, even role-playing at all) this prompt seems to hold excellent potential in allowing player creativity and bonding. Though, do be sure to take care that acknowledging this traditional "army recruitment"-like start may lean players very heavily on martial classes where they might otherwise be more enthused to play a mage or bard perhaps. In this case, just be sure to allude to appropriate responsibilities and benefits befitting alternative classes that aren't very "foot-soldiery" per-say. It's always good to encourage new players to experiment!
(Although, if you happen to intend that sort of subtle lean. Then completely ignore this comment!)
Good luck on your adventures! :D
Rollback Post to RevisionRollBack
"Aye lad, High Haspur.. has fallen" -Shavr Battleheart
You have quite a way with words Ghomer, I'm already feeling inspired just by reading this prompt.
As an entry plot for new players to tabletop gaming (heck, even role-playing at all) this prompt seems to hold excellent potential in allowing player creativity and bonding. Though, do be sure to take care that acknowledging this traditional "army recruitment"-like start may lean players very heavily on martial classes where they might otherwise be more enthused to play a mage or bard perhaps. In this case, just be sure to allude to appropriate responsibilities and benefits befitting alternative classes that aren't very "foot-soldiery" per-say. It's always good to encourage new players to experiment!
(Although, if you happen to intend that sort of subtle lean. Then completely ignore this comment!)
Good luck on your adventures! :D
You bring up a good point about players leaning towards martial characters, however, this is not necessarily a bad thing. What I have found is that many NEW players to D&D get overwhelmed if they start out on their first character with a typical wizard or sorc.
You bring up a good point about players leaning towards martial characters, however, this is not necessarily a bad thing. What I have found is that many NEW players to D&D get overwhelmed if they start out on their first character with a typical wizard or sorc.
I can agree with you on that point. Even with 5e's simplistic approach to low-level gameplay, martial classes are undoubtedly much simpler to get into the swing of mechanics. My first character entering DnD was a 4e Eladrin wizard. Looking back, I wish to have started with a Fighter or something. Of course, 5e does make spellcasters rather accessible to newcomer adventurers :) I would advise they be wary of complexity ahead but allow them that freedom.
Rollback Post to RevisionRollBack
"Aye lad, High Haspur.. has fallen" -Shavr Battleheart
Maybe in the tent, there's a "sorting" station... Melee? Over to the right. Caster? Move to the left. Cleric? Bard? We've got a place for you, too... even if they just think that know what they want to do.
You could at least teach the basics of combat, whether it's with a sword, dagger, spellbook, bow, etc. Just learning how to interact, melee actions, and what each class is good for, should help firm up how they want to proceed.
I can agree with you on that point. Even with 5e's simplistic approach to low-level gameplay, martial classes are undoubtedly much simpler to get into the swing of mechanics. My first character entering DnD was a 4e Eladrin wizard. Looking back, I wish to have started with a Fighter or something. Of course, 5e does make spellcasters rather accessible to newcomer adventurers :) I would advise they be wary of complexity ahead but allow them that freedom.
That's true too. Generally how I approach it with new players is that I tell them there is a bit more to keep track of as spellcasters, and I help them come up with ways to do it. D&DB's character sheet makes it pretty easy to do, for the most part, but the forewarned player is a less turned-off player. :D
Generally for my new folks I tell them that I will allow Newbie Reforge in the first few sessions of a game - so if they want to try out Wizard that's fine, they won't be locked to it until a certain date.
I love the idea of running a 0 level campaign to introduce your players to your world. I think it's clever as you can use their actions to determine their class, skills, and what not based on their actions and desires rather than just having them throw down numbers and praying that it's true to what they want. You will really have to be honest and maybe a bit generous to help them and keep them super positive about the experience. No one wants to role play a sniper and end up a cook if you know what I mean.
All that said I would highly recommend that you add in several colorful NPC's that the players will be drawn to. It's an excellent way to make sure that the players are more invested in the wellfare of the army. Also Make it so that their actions matter. You don't have to have their actions change the outcome of the entire war but by saving a supply route if you have a battalion return grateful that they were able to get their bibles and bullets vs. having NPC's never return because they died as a result of not having their supplies will make the players fight harder knowing that they are helping to shape the world they are playing in.
All that said I would highly recommend that you add in several colorful NPC's that the players will be drawn to. It's an excellent way to make sure that the players are more invested in the welfare(*) of the army. Also Make it so that their actions matter.
^ This. Absolutely this.
*fixed typo
Rollback Post to RevisionRollBack
"Aye lad, High Haspur.. has fallen" -Shavr Battleheart
i wanted to introduce the role play by sort of asking each of the characters if they could offer any special skills for the army, like a butcher's child could be good at being a rogue because of a simple knowledge of anatomy and handling a knife. a blacksmith could become a fighter due to the strength and familiarity with using it. i have one player that grew up playing first ed with his dad, so he has some basic knowledge of the game mechanics of the newer eds, so i've asked him to consider a cleric, he's played that before, albeit in the first ed.
i do like the idea of sort of doing my own recruit to go with them to sort of "show the ropes," and as orcalord said, maybe someone could betray or cause a problem in the camp to give them a first taste at combat or problem solving.
thanks for the tips folks, this is why DnD is such a badass game. the peeps are just cooler than other "groupies"
as orcalord said, maybe someone could betray or cause a problem in the camp to give them a first taste at combat or problem solving.
Betrayal is a very fun trope to play with when it comes to players in your games. It's very powerful, surprising and can set the mood for the campaign for a long while. Just know it is also a very double-edged sword to utilize.
Rule 1 of using Betrayal effectively and responsibly: You only get to use this trick once. It's such a tantalizing move to pull as a DM but you must resist continuing to do this. Not only out of fear for such twists becoming expected but making them accustomed to betrayal is a sure-fire way to nurturing your own little group of murderhobos which really isn't doing them or you any favor.
That being said. Do not fear this trope. It is fun and is effective. You may feel free to use it against your players to bond them as a party and set common enemies while also aligning them strongly to a faction. Good luck DMing!
Rollback Post to RevisionRollBack
"Aye lad, High Haspur.. has fallen" -Shavr Battleheart
To post a comment, please login or register a new account.
this is literally cut and paste from my campaign editor on DnD-B:
The party starts as level 0 peasants in a region where an army is being actively recruited. These individuals have volunteered to join the army, learn some skills, and work to protect the land they call home. But sometimes things don't always go according to plan.
This campaign is designed to teach new players the roll and feel of the game as a whole, and allows them a way to build a character, with some back-story, without feeling overwhelmed by needing a lot of information about their character before the very first session.
They sky overhead has been growing darker by the day as the threat of local battles looms closer. The Army, needing fresh boots on the ground to defend the area, has opened up recruiting in your village, and you've decided to answer the call.
A large tan tent has been erected on the southern edge of the village, most of the side panels being rolled up and tied at the top to allow for air flow through the tent. A sergeant is stationed at a table, scribing the names of any towns-folk that wish to place their mark, and take up arms in the war. As an older farmer steps away from the table, having signed his name on the recruitment sheet, the sgt. speaks up.
"Next! Who's next to sign up to defend your homeland?" He looks around at a few people who are lingering near the tent, not quite sure if they want to take the plunge. "Next!"
basically, the sgt will guide these brand new players through their zero level, sort of like the training missions in MMOs. once they've gotten a handle on how things work, theyll "graduate" into soldiers, earn their "first" level, and then be able to use their created-character sheets. i figured it was a nice way for them to be able to build a character with a little action and role-play built in. im striving to be the next matt mercer, so i gotta try something ive never heard of before!
ps, ill never be as good as matt. for starters, my hair is falling out, and just doesnt have that illustrious shine!
Rogues do it better from behind....
I like the idea. Your writing style is pleasant and paints the scenery very nicely.
I just think it requires some precision so it doesn't get too railroad-y. It's easy to get distracted when building a campaign you're really excited for and make the story too streamline (been there, done that). In an army camp they're of course confined to a single location without much freedom, so make sure there are things to do in between training.
A military setting could be good depending on the group. New players might enjoy having their hand held through their first level, but more ambitious players are still hard to predict. My players would probably try to become deserters or attempt to overthrow the generals and seize control of their unit. You did though say this was for brand new players so I'd say it's more likely to work without major complications.
Make sure to have the training missions vary in their content. I'm not clear on how fantastical you want the campaign, but depending on that, the training could be very interesting at times.
Incorporating roleplaying could be a bit of a challenge if the only NPCs they have are stoic military officers so maybe throw in a recruit or two who might have insight on the happenings around the camp. Throwing in some stuff for them to find will also get them more familiar with rp.
All in all, pretty solid foundation for an easy start.
ps. I'm a woman and even I'm envious of Matt Mercer's gorgeous locks. We can only hope, my friend.
To repeat what Saikkuks says;
Yes. The Basic Training idea is pretty cool - and it really does seem like a good way to hold new players' hands through the initial concepts and mechanics without having to spend unreasonable amounts of time on things. I also think that having some recruits who are 'in the know' to help flesh out the beginnings of your world might be a great idea.
If it were me, once they are ready to get their 1st level and move on in the story, I'd have something 'big' that doesn't seem big happen. Some small detail that maybe your players don't pay too much attention to, but that you could refer back to later and get that 'oooooohhhhh' look.
That will help train the players to pay attention (and make them paranoid about every detail, cause being the dungeon master is all about the psych games baby). :D
You have quite a way with words Ghomer, I'm already feeling inspired just by reading this prompt.
As an entry plot for new players to tabletop gaming (heck, even role-playing at all) this prompt seems to hold excellent potential in allowing player creativity and bonding. Though, do be sure to take care that acknowledging this traditional "army recruitment"-like start may lean players very heavily on martial classes where they might otherwise be more enthused to play a mage or bard perhaps. In this case, just be sure to allude to appropriate responsibilities and benefits befitting alternative classes that aren't very "foot-soldiery" per-say. It's always good to encourage new players to experiment!
(Although, if you happen to intend that sort of subtle lean. Then completely ignore this comment!)
Good luck on your adventures! :D
"Aye lad, High Haspur.. has fallen" -Shavr Battleheart
You bring up a good point about players leaning towards martial characters, however, this is not necessarily a bad thing. What I have found is that many NEW players to D&D get overwhelmed if they start out on their first character with a typical wizard or sorc.
I can agree with you on that point. Even with 5e's simplistic approach to low-level gameplay, martial classes are undoubtedly much simpler to get into the swing of mechanics. My first character entering DnD was a 4e Eladrin wizard. Looking back, I wish to have started with a Fighter or something. Of course, 5e does make spellcasters rather accessible to newcomer adventurers :) I would advise they be wary of complexity ahead but allow them that freedom.
"Aye lad, High Haspur.. has fallen" -Shavr Battleheart
Maybe in the tent, there's a "sorting" station... Melee? Over to the right. Caster? Move to the left. Cleric? Bard? We've got a place for you, too... even if they just think that know what they want to do.
You could at least teach the basics of combat, whether it's with a sword, dagger, spellbook, bow, etc. Just learning how to interact, melee actions, and what each class is good for, should help firm up how they want to proceed.
That's true too. Generally how I approach it with new players is that I tell them there is a bit more to keep track of as spellcasters, and I help them come up with ways to do it. D&DB's character sheet makes it pretty easy to do, for the most part, but the forewarned player is a less turned-off player. :D
Generally for my new folks I tell them that I will allow Newbie Reforge in the first few sessions of a game - so if they want to try out Wizard that's fine, they won't be locked to it until a certain date.
I love the idea of running a 0 level campaign to introduce your players to your world. I think it's clever as you can use their actions to determine their class, skills, and what not based on their actions and desires rather than just having them throw down numbers and praying that it's true to what they want. You will really have to be honest and maybe a bit generous to help them and keep them super positive about the experience. No one wants to role play a sniper and end up a cook if you know what I mean.
All that said I would highly recommend that you add in several colorful NPC's that the players will be drawn to. It's an excellent way to make sure that the players are more invested in the wellfare of the army. Also Make it so that their actions matter. You don't have to have their actions change the outcome of the entire war but by saving a supply route if you have a battalion return grateful that they were able to get their bibles and bullets vs. having NPC's never return because they died as a result of not having their supplies will make the players fight harder knowing that they are helping to shape the world they are playing in.
^ This. Absolutely this.
*fixed typo
"Aye lad, High Haspur.. has fallen" -Shavr Battleheart
Make an NPC betray the players
I like 2 play spellcasters that can learn misty step.Also I like to play halflings,elves,dragonborn,warforged,teiflingfs, and half elf
Characters I play: Adron Nightbreeze
Help us Fight the godmodder! We need all the help we can get!
https://homebrewery.naturalcrit.com/user/Orcalord (use link to get to homebrewery)
great ideas guys (and gals!)
i wanted to introduce the role play by sort of asking each of the characters if they could offer any special skills for the army, like a butcher's child could be good at being a rogue because of a simple knowledge of anatomy and handling a knife. a blacksmith could become a fighter due to the strength and familiarity with using it. i have one player that grew up playing first ed with his dad, so he has some basic knowledge of the game mechanics of the newer eds, so i've asked him to consider a cleric, he's played that before, albeit in the first ed.
i do like the idea of sort of doing my own recruit to go with them to sort of "show the ropes," and as orcalord said, maybe someone could betray or cause a problem in the camp to give them a first taste at combat or problem solving.
thanks for the tips folks, this is why DnD is such a badass game. the peeps are just cooler than other "groupies"
Rogues do it better from behind....
Betrayal is a very fun trope to play with when it comes to players in your games. It's very powerful, surprising and can set the mood for the campaign for a long while. Just know it is also a very double-edged sword to utilize.
Rule 1 of using Betrayal effectively and responsibly: You only get to use this trick once.
It's such a tantalizing move to pull as a DM but you must resist continuing to do this. Not only out of fear for such twists becoming expected but making them accustomed to betrayal is a sure-fire way to nurturing your own little group of murderhobos which really isn't doing them or you any favor.
That being said. Do not fear this trope. It is fun and is effective. You may feel free to use it against your players to bond them as a party and set common enemies while also aligning them strongly to a faction. Good luck DMing!
"Aye lad, High Haspur.. has fallen" -Shavr Battleheart