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Session 0
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= 1 Protip = * "Roll Then Roleplay" may lead to surprising results = 3 Reminders for the Session = * Party synergy is key so use Aid where possible * The player handbook is a powerful tool * Recall Knowledge is basically a cheat code = 5 Principles of the Gaming Table = * Collaborate to ensure everyone shines in the story and the GM will fosters teamwork to enriching the adventure. * Use creative approaches to challenges, understanding that some innovative ideas may stray from the mechanics and will require adjustments to maintain pacing. * Respect and decorum are vital for a harmonious game. When the table is split on what to do, the GM will ask for a table poll to vote on a group consensus. * In-game tensions should stay separate from real-life relationships. Conflicts should be addressed separately and the GM informed of anything affecting the game. * Gaming sessions will inevitably need to schedule around important life events and sessions shall be planned ahead to facilitate participation. = 7 Assurances from the Gamemaster = * I'll work on coaching examples of foundational tactics to boost teamwork. Players are encouraged to craft adaptable characters to take on multiple roles in flexible party strategies. * Character death isn't permanent unless chosen by the player. When a character "dies" in-game, they're temporarily removed from the immediate story. The GM and player will decide together what happens next. Having backup characters can add new layers to the party dynamics. * Challenges will have multiple solutions within characters' capabilities. I'll avoid creating no-win situations due to the party's limitations, though I may use clear no-win scenarios to push the plot forward. * Expect a narrative style akin to pulp action: character-driven plots, clear paths forward, minimal complexities, and a world that embraces colorful heroes (think Discworld). * I'll provide a simplified journal outline (NPCs, Locations, Quests), with the GM adding details as the adventure unfolds. Players manage their own notes and contributions. * I'll share a general adventure design breakdown to shed light on the power balance. Adventure arcs may diverge from these design targets. * All feedback will be taken in earnest and considered within the broader context. I aim to improve the gaming experience and my skills as a GM and some changes might not be immediately noticeable. == Further Reading == On finding a group consensus: [https://adultchildren.org/comline/aca-toolbox/what-is-a-group-conscience/ Inspiration taken from ACA]
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