Tales of the Intrepideurs’ Guild, Pt 3 (Game Session 0)
This weekend, we actually had “Session 0” of my Fantasy AGE game, where players made characters, including asking about the world, talking about relationships to one another, and so on.
Despite all the work I had done on the Intrepideur’s Guild itself, I had not yet spent any effort on the region the PCs will be starting in. As with the guild and the entire campaign concept I didn’t need much–just a frame upon which I could hang a paper-thin narrative for the adventures. But players generally have more fun when there at least a few concepts and place names for them to build their own stories and ideas off of.
So, I took 5 minutes to create the loosest of frameworks for a town. But I wanted the players to be more invested in it than if it was just a long list of imaginary words and sounds with dashs and hyphens thrown in for fantasy flavor. So, instead of naming everything myself, I creates a Mad-LIbs-stype series of options, and asked each player to fill in two of them.
Here’s the framework I used.
Welcome to the major trade town of [Adjective][Word Associated with Elves], located on the shores of the [Word associated with seas or oceans] and bordered by the [Word associated with rock or stone] Mountains with the [Terrain feature] Woods, and an important part of the [commodity] Route.
It is a [form of government], ruled over by the [Any fantasy species] King, [Impressive or noble adjective][word GM picks based on the king’s species].
Then after each player gave me a word I tweaked a tiny bit (I originally had swimmingly forest, which I disliked, so I jogged it slightly to Forrest Swim, which I think is a great town name and immediately makes me begin to wonder how it got that name.
Welcome to the major trade town of Forrest Swim, located on the shores of the Sextant Sea and bordered by the Igneous Mountains within the Outcropped Woods, and an important part of the Silk Route.
It is a Dictatorship, ruled over by the Unicorn King, Gloryhoof.
Then we got to making characters. Everyone choose to roll for ability socres, rather than use point-buy, just to get a feel for how Fantasy AGE feels when done that way. We restricted ourselves to the Basic Rulebook, and had characters done with plenty of time left for a quick adventure.
I used a single house rule, allowing characters to pick a specialization at 1st level.
The players all worked together, comparing ability scores and social status results, talking about what they’d like to see the party be able to do, and so on.
In the end, our heroes came out thusly–
Drahul (orc warrior, two-weapon fighter with battleaxe and longsword)
Folas (elf mage, arcana of healing and heroics)
Hannah (human rogue with assassin specialization, sister to)
James (human warrior, two-handed spear fighter)
Winter (elf mage, arcana of lightning and power)
The game notes, adapted from those taken by my wife Lj, are short but to-the-point.
We’re all tin-level Intrepideurs. We’ve all been on our initial quests with overseers and passed our evaluations. We’re ready for the bigtime.
Only Hannah and James know each other. The Guild recommends this group of 5 band together, at least initially, as an Intrepideur’s party.
We take our First quest: Escort quest (pays 50s per member of the group) – A request to the Guild from King Gloryhoof, himself
- Five orphan children, arrived by ship. Need to be taken to a holy site of their order up in the Igneous Mountains. Their escorts were killed by Pirates, who were paid by a cult known as The Fists who want to kill the children. The pirates were driven off before they could harm the children.
- Four days to the end destination, then four days back. Have a cart for the children, and the Guild provides food and basic supplies.
Ambushed by 5 members of the Fists on the road. GM says this fight LOOKs too tough for us and it may be a TPK, but since part of this is playtesting and getting used to the game, we all agree to play it out.
- Everyone knocked out at least once, and in the end everyone but Hannah and James are killed.
- Except the GM retcons having a near TPK in the first session, as a blessing from King Gloryhoof for those carrying out his errands keeps the “killed” PCs from quite dying.
- We get the kids to the mountain and back
- We get 50sp each + another 60sp from selling the gear we took off the Fists. Several characters take light chain recovered from the Fists. Including Winter, a spellcaster.
GM says to level up to 2nd level, and everyone gets one common temporary magic items to represent adventures between now and the next game.
So, that’s it. I ran the game… and nearly killed all the PCs with a fight WAY too tough for them. And that’s okay, we all got to use the death and dying rules, which often don’t get played with much, and learned I was right–that fight was WAY too tough!
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Posted on October 5, 2020, in Adventure Design, Adventure Sketch, Fantasy AGE, Microsetting and tagged Game Session Notes, Gamemastering Advice, gaming, Geekery, Intrepideur's Guild. Bookmark the permalink. Leave a comment.
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