Dungeons and Dragons Paladin
RPG Table Top

D&D Campaign: Session 1

Alright, I said I was going to talk about town building, but I am going to wrap that into what I would then do to plan session one. I think that a fair amount of my work is already taken care of when it comes to the hook, but depending on how you wanted to go, that might just be a little bit of game play for everyone to introduce their characters at the end of session 0.

Image Source: Wizards

But I tend to split up character creation and some of the planning that goes into a campaign that the group can do together into a session 0, and then in session 1 is when the game play actually starts.

So what was our hook again?

Our Fighter, Cleric, and Wizard who all know the Paladin were helping defend the temple after the powerful Wizard in the town demanded that everyone gives him all their gems in order to prevent some unknown future disaster. The temple has several gems of great value, and now there is a mob outside the door that is fighting, some trying to break in and get the gems, and some trying to stop the other side from stealing things.

Image Source: D&D Beyond

Okay, so what do I need to set-up for session 1 with the hook?

You might think about picking my monsters who will play the mob, and giving them hit points and weapons. But for me, I don’t think that’s extremely important. I tend to think that the mob will have a few key players and whatever side the players decide to go with, they will face off against the other sides keys. So I might go through and quickly grab a couple of bad guys, but that’s less important than other things to me.

What does the temple look like and where are the gems, that’s more important. The gems are likely kept in a back room, probably attached to some ancient relic. If the players want to protect it, they are going to have to go outside of the temple or deal with the people as they come crashing through the door. The main area of the temple has some chandeliers and some pews as well as an altar in the front.

Image Source: D&D Beyond

Outside of the temple is the town square where there are a couple of other temples in other parts of the square. There are also some of the nicer and fancier shops, the best blacksmith in town, or the one who advertises himself as that. There’s also a “the best” woodworker and other such businesses. In the middle of what is generally a fairly open square there’s a stand where the local noble will give speeches.

You can start to see how the town is coming together for what the players need to know. The temples, while frequented by most of the people in the town are also in the nicer section or more expensive section of the town. In fact, it’s probably a mob of more commoners up against the city watch at this point, with some people who are worried about their businesses also with the watch.

The mob is going to be coming from off in the direction of the city bazaar where most of the common people shop to get their wares as compared to the town center. The mob will definitely have picked up some looters as well with the group who are going to be causing the city watch to have to split their attention which is why they aren’t driving back the common folk.

If the players want, they can probably turn the mob aside to a jewelry merchant, which might seem like a better place to go, but the jewelry shop is better secured, and the common people know more about the temple than they do about that shop.

Image Source: Wizards

At this point in time, I don’t know that I would flesh out too much more about the town or for session one. If things go quickly as they fight against the mob and try and get it turned, which it won’t because the players will spend some time planning, then I would have to move onto the next part of the story.

That would be skipping ahead a day and either having the Wizard or Grima Wormtongue character coming and thanking the players if they helped the jewels get stolen, or the noble for helping turn the tide of the mob, or the noble complaining about them not turning the tide of the mob. But whatever it would be, it would be some role playing for the players to do.

Image Source: D&D Beyond

That’s a bit more free form and requires less planning. Just know what stat block you’re planning on using for the noble, wizard, and Wormtongue, just in case the players decide to attack. And if they do that, have the person do non-lethal damage to the characters. Unless you decide to have the players all play the B-Team.

And what’s how I’d create my first session and start building out the town. You can see that I left a lot of the town building blank. I’d start asking the players, if they start wondering, for shop ideas that the rich would want in the town center. The players can help you fill out the town and even come up with some of the physical characteristics of what the city watch might look like, what the noble or wizard could even look like as well. It means that you have to be ready to improvise and work with it on the fly, but it will give the players even more buy-in to the world and story.

What do you think of that session 1? Would you have planned out more of it in your game, or maybe less of it? How much input do the players have in world building?

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