Session 0

Collaborative game creation

During session 0, the GM should set expectations about what sort of game they will be running. The general assumption with His Majesty the Worm is that it will be a megadungeon-based exploration game where the adventurers pursue their own quests. Deviations from this formula should be discussed by the table.

Have a discussion about what everybody enjoys in games:

  • Do you have fun with combat? Do you like learning and using the mechanics of the game?

  • Do you enjoy intra-party conflict? Does it stress you out?

  • Do you enjoy intra-party romance? Does it stress you out?

  • Do you enjoy getting deep into your own character's role-playing?

  • Do you enjoy spending an evening with your friends?

  • Do you enjoy the emerging story told by an RPG?

Lots of players will have opinions about these sources of fun. Some sources will be more interesting to you than others.

Session 0 is also an important opportunity to make sure that sensitive subjects are treated with the respect that they deserve. If the GM plans on including difficult themes in their game, they should make this apparent up front. For example, if you’re intending to deal with themes of slavery in the City, just say so. Role-playing games can be opportunities to confront important real-world issues. They can also be an opportunity to escape these and not think about them at all.

GMs, be respectful when listening to player’s reactions to sensitive subjects. Don’t put players on the spot (e.g., “Are there any triggering subjects that we should avoid?”). Rather, ask open-ended questions that allow for honest feedback. Work together to find out what subjects are and are not appropriate for your friends.

Collaborative adventurer creation

During session 0, the players go through all steps of the Call to Adventure together. They discuss the sort of characters they want to play. If there are overlaps, players discuss how they feel about them. Maybe the overlaps are interesting (maybe the two dwarf adventurers are related), or maybe one player would prefer to play something that differentiates them.

If a player has questions about a rule’s interpretation, the GM can answer it and the entire table benefits from learning the clarification. If a player wants to ask the GM for a rules change or special permission for something, the GM can run the potential change past the entire table to see if everybody is okay with it. Everybody is kept on the same page.

As the GM hears interesting details about an adventurer’s background, early ages, apprenticeship years, etc., they can jot down plot ideas. Maybe that long lost brother can come back. Maybe they can make that failed marriage important.

The GM can also use this time to smooth over potential difficulties. One of the players wants to play a cannibal. Is that appropriate for this game and this party?

As part of the Call to Adventure, the players announce their adventurers’ initial quests. The GM can veto these quests or suggest changes to make them more interesting.

Collaborative guild creation

The adventurers begin the game as members of the same guild. During session 0, over the course of the Call to Adventure, the players fill out the guild roster sheet collaboratively.

As everyone talks about their adventurers, the GM can try and encourage a guild theme. Are the players all pirates? All dedicated templars? All noble ladies? All named Greg?

Collectively decide:

  • What is the name of your guild?

  • Why are you adventuring together?

  • How did you meet?

  • Is there a guild leader?

  • What are the looting rights?

Role-playing games have been compared to sex. You usually do it with friends. Sometimes you pay someone to be your dungeon master. Sometimes safe words help. Sometimes you don’t need them. Ultimately, it’s important that everybody involved enthusiastically consents to the stuff that’s going on and everybody is having fun.

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