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Posts tagged ‘thought of the day’

Where did the concept of “Session Zero” come from?

There’s two parts to this:

  1. The concept of a “pre-session” where you hash out character creation, etc.
  2. The specific term “Session 0” for this.

Let’s start with the latter. One way you can track terms like this is to search online RPG forums by date to see when they first crop up.

On RPGNet, one of the very first posts to use the term unambiguously in the desired sense was written in July 2003. Cam, the author, is clearly not anticipating widespread understanding of the term there, as he spends a paragraph explaining what he’s talking about.

Here’s an even earlier 2003 post.

Intriguingly, however, the term is not used again on RPGNet until 2007, and then not again until 2012. It is being used over at the Forge, however, in 2005 and 2006.

What’s the conceptual history of this pre-session, though? And I would say we’re specifically looking at the idea of an entire session dedicated strictly to character/campaign creation with no actual game play. (Character creation has obviously existed as part of the game since before D&D was written.)

I know that the earliest example that I, personally, saw in a published RPG for a full session dedicated to campaign set up was Burning Empires in 2006, where half of the first session was explicitly group world building and the other half was explicitly group character creation.

Earlier than that, similar concepts existed in the Amber Diceless Roleplaying Game PBeM community in the ’90s: The system’s group auction mechanic for character creation required players to create their characters together and, due to the immense influence this would usually have on the setting, it typically meant the auction session would also involve development of the milieu.

Related to this is the concept of the group contract, where the group explicitly discusses and lays out mutual expectations. This became heavily popularized in the rec.arts.sf.advocacy Usenet group in the mid-’90s, but those discussions originated from Aaron Allston’s Strike Force, which was an incredibly innovative and insightful product from 1988… that made virtually no impact and was almost completely forgotten except for a few enthusiasts who eventually convinced people it needed to be looked at. The concept made the leap back into a published game with Nobilis in 1999. This concept is picked up by the Forge designers from both sources, and by 2002 you can see it expanding to include Session 0-type tasks in games like Universalis. This is the design thread that eventually gives you a full session dedicated to such tasks in Burning Empires in 2006.

Bottom Line: Given what my research is turning up, I don’t think we’re going to find a specific ground zero for the “Session 0” terminology. It seems to have evolved in a fairly organic fashion as a natural way of describing “the session before the first session” or “the stuff that happens before the first session”. Oddly, I think it actually became heavily popularized in the PBeM community first, although that may only be an artefact of PBeM games leaving clearer documentation by default.

The concept of “spend a whole session building the group/campaign together” also seems to have gradually evolved over time. My guess is that people started experiencing this as games began including more explicit and elaborate structures for group and character creation: You’d spend a few hours working through those processes and then be out of time for the night and say, “Okay, we’ll start actually playing next week!”

If you’re looking for a place where a game designer explicitly said that you were supposed to spend a full session on these activities, I’d currently nominate Burning Empires. (Although even here we can see the gradual conceptual evolution, because Burning Empires is really just an expansion of the procedures previously found in Burning Wheel.)

Moonblight Dragon - Ravindan LEGO

Open Query from Twitter: What social system makes sense in a magical world where monsters are very real? Because feudalism doesn’t make a lot of sense to me. Nor do castles.

If monsters that cannot be defeated by non-magical means are so prevalent, feudalism arguably makes more sense, but it will be based on the strength of magic, not the ability to afford armor / horses.

If wizards are rare, expect lots of Wizard Kings. If they’re common, perhaps magical oligarchies or you end up with Merlin’s Pentagrammic Table instead of Arthur’s Round as foundational myth.

If magical puissance is not inherited, expect lines of succession through Apprentices to become common and then heavily formalized to prevent constant succession crises. If the gift of magic is randomly bestowed, this will also create more social mobility than was true in historical feudalism, but it will be largely driven by chance.

Castles can also make sense in this setting of constant dragon-scale threats. But expect the walls to be magically warded and the construction of vast underground vaults to which people can flee from aerial assaults.

Oh! Hey! We just got dungeons under the castle!

As population centers grow beyond the point where everyone can run into the castle protection, expect the city walls to be larger and more elaborate. The distinction between “inside the walls” and “outside the walls” will be more sharply defined.

Cities will be protected by powerful artifacts or ancient protective rites like the Dragonstaff of Ahghairon, which keeps dragons out of Waterdeep, will also be common if they are possible in this cosmology. Warfare may almost require sending in small strike teams (i.e. PCs) to sabotage these wards.

In the absence of such wards — or perhaps to accent them — expect the construction of “fallout shelters” in various places around the city. One can easily imagine these excavations breaking through into natural caverns, abandoned mineworks, or even ancient tunnels of similar purpose left by some elder civilization, and thus ultimately ending up tangled together into a maze which most likely also connects to the dungeons beneath the castle. (More disturbing would be the possibility of running into something digging up from the other direction.)

Despite all these preparations, expect that humans will fail to maintain sovereignty in many places. Dragon Kings and Abolethic Collectives and Demonic Hegemonies provide alternatives, not all of them necessarily dark lords.

City-states ruled over by demigods may also be common, or were common before the gods withdrew from this world in accordance with the terms of the Godspeace.

Speaking of which, expect the balance of power between Church and State to look very different, with divine magic the only counterbalancing power to the Wizard Kings. The result, though, would be heavily dependent on the nature of the contract between spellcasting clerics and their gods.

Sniper Target

Called shots are a mechanic which seem to cause problems in a lot of game systems. They tend to combine poorly with abstract hit mechanics — like those found in D&D and most RPGs — since they frequently beg the question of why you wouldn’t aim for the bad guy’s head / other vital organs every single time. (The abstract hit mechanics, of course, are based on the idea that you are doing that, but that doesn’t always mean that you can or that you can succeed.) Even systems that ditch the abstract system and bake specific hit locations into their core combat mechanic will still frequently struggle with how to balance people’s desire to always aim for the most mechanically advantageous location (see choice vs. calculation).

In any case, there are a number of ways systems have found to try to deal with this issue. Here’s one that came to me in the shower that I don’t think I’ve seen before: When you declare your desire to make a called shot, there’s a percentage chance that you won’t be able to make an attack this round. Why? Because the shot you want isn’t available at the moment and you need to wait for it to line up. Think of all those movies where the sniper says, “I don’t have a shot!” Same thing applies in melee combat; if you’re specifically aiming to hit one specific location, then your focus on that will result in you missing or passing up on other opportunities to strike your foe.

You’d need to play with the exact probabilities involved depending on your system and the varied mechanical impact of the called shot. But I thought this was an interesting mechanical paradigm that a system designer or house ruler might play with.

  • Treasure.
  • It’s where the bad guy we’re trying to stop is hiding out.
  • It’s where the bad thing we’re trying to stop is happening.
  • It’s where the thing we need has been hidden, lost, or secured.
  • It’s between where we are and where we need to be.

Legends & Labyrinths: Dungeon Encounter - Alex Drummond

Epic Pokemon - Saiful Haque

Awhile back I was having an online discussion with someone who was struggling to make a Pokémon-based hexcrawl interesting. He found himself facing “a bunch of really boring hexes” and couldn’t figure out how to make them interesting.

The key element of the hexcrawl structure is that of exploration. It becomes kind of pointless if all you’re doing is moving between civilized locations. It works best if you’re out on an untamed frontier or in a point-of-lights setting where the known settlements are separated by vast zones of mystery.

There are a couple things that makes a hexcrawl easier to stock in a D&D-esque fantasy setting:

  1. Ancient Civilizations. The area may not be known to modern explorers, but it was previously home to any number of ancient civilizations who could create (and leave behind) cool stuff.
  2. New World Syndrome. This area may be unexplored by humans/elves/dwarves/halflings, but it’s chock full of humanoids and intelligent creatures who (once again) create cool stuff and varied interactions.

I’m not a deeply committed Pokemon fan (I’ve watched a few episodes of the TV show; I’ve played a couple games). But from what I remember of the game, it featured a lot of little tiny villages and you traveled through distinct wildernesses to get from one village to the next. The focus was primarily on civilization, but it wouldn’t take a whole lot to emphasize the wilderness which surrounds them. So there’s your point-of-lights element.

You can start adding depth by looking at the random Pokemon encounters in the wild and breathing life into your wandering monsters. Give them lairs, relationships, etc.

Re: Ancient civilizations. I remember that Pokemon has stuff like fossils and the mystery of the GS ball from the anime. Those are the seeds I’d pursue and develop into something more rich, robust, and varied. (The Pokemon lore already contains a lot of “legacies lost to history”; there’s no reason you can’t add to that lore.)

Re: New World Syndrome. I seem to recall lots of stuff in the Pokemon lore which suggests some Pokemon are a lot more intelligent than just “animals that can be captured to fight each other”. I’d explore that. I’d also look at Mewtwo’s original back story (created in a laboratory in the middle of the wilderness) and run with that basic idea — strange Pokemon cults and Pokemon research labs hidden out on the frontiers.

Also: Do some googling on the “Pokemon is post-apocalyptic” fan theories.

Finally, if you’re looking for inspiration, pull up lists of Pokemon episodes and use them as brainstorming seeds. Going through that link, for example, I immediately pull out or interpolate:

  • Haunted blimp
  • Hidden pokemon laboratory
  • Crashed airship with pokeballs
  • A large antenna complex trying to mass-control Pokemon
  • Encountering random pokemon hunters in the wild
  • A remote island with unique pokemon possessed of unusual characteristics
  • An island formed entirely of fossilized pokemon (which are said to awaken and wreak havoc)
  • A community of talking pokemon

And so forth.

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