Session Zero Recap

(TIW) Trouble in Waterdeep Session 0 – Session Zero Recap

Session zero is a crucial part of any Dungeons & Dragons campaign, and our recent foray into “Trouble in Waterdeep” was no exception. This initial session focused on the essential groundwork for our upcoming adventures, including character creation, familiarizing ourselves with the virtual tabletop (Foundry VTT), and establishing expectations for the game.

Forging Our Heroes

The session kicked off with players working on their characters. Technical difficulties were immediately apparent, with one player encountering issues with their character sheet in Firefox. This highlights the importance of using compatible browsers, as Brave browser was noted to work well. The Dungeon Master (GM) efficiently granted ownership of character sheets and helped troubleshoot display issues.

We also got glimpses into the diverse character concepts being brought to the table:

  • One player intended to play a homebrew “Pedal Knight” class but had trouble importing it.
  • Another player planned a “tanky cleric” with a homebrew “battle domain”. This homebrew was initially designed for the 2014 D&D 5th edition rules, leading to a discussion about adapting it for the mixed 2014/2024 ruleset the group would be using.
  • A rogue, specifically a “cheeky, sneaky” kobold, was also in the works, with a potential multiclass into warlock.
  • We also learned about a warlock character being played.

The height of characters even became a brief, lighthearted topic of discussion. The complexities of using different rule versions (2014 and the upcoming 2024 revisions) were acknowledged, with the group agreeing to keep an eye out for any game-breaking issues. One player mentioned using a “five stat block importer” module in Foundry to ease character creation from text-based formats.

Navigating the Digital Realm of Foundry VTT

A significant portion of session zero was dedicated to ensuring everyone was comfortable with Foundry VTT. The GM guided players on various aspects of the platform:

  • Character Sheet Management: This included fixing issues with HP display, and understanding how to edit and customize character sheets.
  • Token Setup: Players learned how to set their character portraits and tokens. The GM had to manually add a character's profile picture due to permission limitations.
  • Basic Navigation: The session covered how to navigate between tabs, access chat, character sheets, and journal entries.
  • Combat Mechanics: Although no full combat encounter was run, the GM explained how to roll initiative, use the combat tracker, and access combat options through the token's heads-up display. Features like rolling with advantage, using items, and ending turns were also briefly touched upon.
  • Audio Controls: Players were informed about the different audio channels for background music, environmental noise, and interface sounds.
  • Map Interaction: The GM demonstrated weather effects and discussed the placement of light sources, noting that player control over this might need adjustment in the settings.

Setting the Stage and Establishing Rules

Beyond the technical aspects, session zero provided crucial information about the campaign's setting and the rules we'd be using:

  • Setting: The adventure will be starting in Waterdeep, a major city. Unlike some adventures that begin with a mysterious summons, our characters are at the beginning of their adventuring careers, looking to make coin in the city. The characters will initially be staying in the same tavern.
  • Ruleset: The campaign will be using a mix of the 2014 and 2024 D&D rules. Specific differences, such as how clerics gain their domains and changes to opportunity attacks and grappling, were briefly mentioned.
  • Exhaustion: The group discussed whether to use the 2014 or 2024 rules for exhaustion, eventually leaning towards the 2024 cumulative negative modifier system for simplicity.
  • Passive Perception: Players learned how to find their passive perception scores on their character sheets.
  • Flanking: The group confirmed they would be using flanking rules in combat.
  • Camp Supplies: A new item, camp supplies, will be used for tracking food and water, and will be necessary for removing exhaustion during long rests.

Housekeeping and Looking Ahead

Several other important topics were addressed:

  • Safe Gaming Table: The GM introduced safety tools available in the chat, such as a pause button, raise hand, and fast forward, to ensure a comfortable and respectful gaming environment.
  • Inspiration: The rules for gaining and using inspiration were explained. Humans in the 2024 ruleset automatically gain inspiration after a long rest.
  • Backstories: The GM requested players to develop backstories focused on their character's aspirations for making money in Waterdeep, keeping them to around a page in length.
  • Foundry Module: The “Pointer Ping” module was recommended to help players easily indicate points of interest on the map.
  • Warlock Spell Slots: A specific discussion occurred regarding the warlock's spell slot progression, considering alternative rules due to the party's potential lack of short rests.

Session zero of “Trouble in Waterdeep” was a productive and informative start to our campaign. We tackled technical hurdles, began to flesh out our characters, and established the groundwork for the adventures to come in the bustling city of Waterdeep. With our virtual tabletop set and expectations managed, we're now ready to roll into the main story!