Session Zero refers to the meeting that happens before a new campaign or game group starts. There are a couple of important parts to a successful session zero.
In QUIRKS! a campaign can be built as a group activity. Players each pitch ideas and the group votes for the ones they like the best. As a team you can decide the genre, setting, and group dynamic for the campaign.
The first thing to decide is the genre of story you and your friends are going to tell. Genre is the general category of a story. Eldritch Horror, Noir Thriller, Superhero Action, Comedy, etc. Each player suggests the genre they want to play, if there are duplicates mark them down as well. Then you each vote for the one you are most interested in playing. You can’t vote for your own idea, and the Weaver breaks any ties.
Once you know what the genre of the campaign is going to be, the next thing to pick is the setting. A futuristic starship in deep space, a 1920’s industrial city with eldritch leaders, a fantasy world of adventure and monsters, ect. The setting decides the location, general tone and standard narrative tropes for the campaign. Each player suggests the setting they want to play, if there are duplicates mark them down as well. Then you each vote for the one you are most interested in playing. You can’t vote for your own idea, and the Weaver breaks any ties.
Once you have picked a setting, take some time to talk about it. Each player can start suggesting world building ideas. Talk about what the scale of the campaign will be; a single building, a whole country; multiple worlds? Discuss how the society of this world works. Decide the rules of magic or advanced technology. Make sure each player is afforded the chance to make suggestions.
What role do the player characters fill? Adventurers in a monster hunter guild, students at a magical school, detectives in a cyberpunk city, ect. Each player suggests the group dynamic they want to play, if there are duplicates mark them down as well. Then you each vote for the one you are most interested in playing. You can’t vote for your own idea, and the Weaver breaks any ties.
Once you pick a group dynamic, decide if you get any group moves as a result of it. You may all be able to cast magic, or fly, or breathe underwater. Whatever the campaign calls for. These Quirks bypass Rule 1 of making a Quirk. Decide what group assets you have, maybe a secret base, covert coms, or a method of transportation.
Create a nemesis or nemeses for your group, powerful antagonistic NPCs who act to thwart your plans. Decide why they harbor so much resentment for your group.
Create an ally or allies. Useful NPCs who act to assist you. Decide what kind of assistance they can provide and what they expect in return.
Decide a campaign goal. What is the ultimate win state for this story and what are the stakes going to be?
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