You’ve heard the story before: “A group of adventurers meet in a Tavern. They’ve found them selves here after journeying from modest beginnings. They all meet and immediately become friendly.” Then the game begins.
How about this one? “You find yourselves on the road traveling together. A group of wolves attack you from off the road. It’s an ambush!”
Sure, there’s nothing wrong with any of these openings. In fact, I’ve used them quite often and I will continue to use them because these are staple ways to open up your game. There is nothing wrong with keeping it simple. However, in an effort to be as creative as possible in your tabletop games, here are three unique openings to kick-off your next dungeons & dragons campaign.
1) The Colosseum
“Are you not entertained!?”
There’s nothing more exciting than kicking off your entire campaign with a fight! Specifically, a fight to the death. Have your players start as gladiators in a Colosseum. As the game begins, the gate opens and they are welcomed into an arena. Their first objective is to survive the oncoming attacks of the other combatants and earn their freedom. Feel free to also throw them a couple schillings of gold, should they appease the crowds!
If you have new players, this will be a great way to introduce them to the combat mechanics of Dungeons & Dragons. It will also set the tone for how difficult the game is going to be moving forward.
Feel free to let this option open up the doors to quest with a Caesar or a dictator that may be controlling the arena. Perhaps this leader is bad or perhaps they are good. The choice is yours.
2 ) Prison!
“So, you’re finally awake!”
There’s nothing more riveting than having your players wake up in prison. What did they do? Who did they offend? What crimes were committed? That’s all up for you to decide.
When your players wake up in prison there could be a guard standing there to explain the charges, or not. Maybe they all wake up in the same cell I have to figure out a way to escape? Maybe the prison is abandoned?
Having a prison opening leaves the door open for countless options and interpretation. If you want to get your players to start asking questions early put them in prison. They will bombard you with questions.
3 ) The Blackmail Letter
For this one you’re going to have to consult with your players ahead of time. To pull this off you need to have information on who your player’s characters are and what kind of “dirty laundry” they may have laying around.
The purpose of the blackmail letter is to force your players to appear at the location of the quest giver. If the quest giver knows who your players are it will be very easy to blackmail them, forcing them to make an appearance at a specific day and a specific time. This is a great way to get all of your players in one location at one time without asking a lot of questions. You will use intimidation tactics to keep your players in line and remind them that they are level one; it would be all-too easyRecommend0 recommendationsPublished in