The Silver Quill is a vibrant tavern located in the heart of the bustling city of Chaw. Upon pushing open the impeccably maintained double doors, you are greeted by a joyous cacophony of laughter and lively conversations. A skilled bard strums an upbeat melody from a small stage in the corner, further adding to the jovial ambiance.
Glancing around, you notice several tables occupied by discrete representatives of the city’s influential high houses. Each member bears a distinct air of ambition, their hidden agendas revealed by the lists of tasks aimed at elevating their masters’ standings while undermining their rivals. Today, nearly all of them have gathered at the Silver Quill, hinting at potential trouble on the horizon.
The opening to a game is an amazing opportunity to give your players a feel for the game you are trying to run and build their abbreviated understanding of the setting. Starting an adventure in a bar is kind of a trope, but that is why I chose it. Even the most basic opening can be given flair in a way that will impress and immerse your players from moment one. I hope to share some ideas that I have come up with that could spice up how a game starts, or even how a game can start back up after some downtime or a break.
Medias Res
Medias Res is when you start with a scene of immediate action or suspense. You will recognize this from many movies with an action sequence right at the beginning like a fight or chase scene. The difficulty here is that you want to give as little information right off the bat and let that all come together as the action unfolds. This is a bit of an advanced opening requiring players that can engage with the action without fully understanding context. This also requires the storyteller to understand enough about the players motivations to justifiably put them into this engineered starting encounter. This also will require a follow up scene that explains why this was happening and how the players got themselves into this in the first place.
Example: Flaming arrows rain down on the three wagons from both sides of the roads. The orcs of the south pass had been attacking caravans in broad daylight this whole season, but today they were going to get a bit more than they bargained for. In place of the barrels of supplies headed to the mining camp our heroes had been waiting to spring a trap, a trap of their own.. [fight happens, perhaps at a lower difficulty to allow a swift victory, with a few orks retreating to fight another day]
The player’s motivation for this task can be categorized as either a “sword for hire” scenario, where they are being paid to safeguard the road from the orks that have been causing havoc, or a “good guys doing it because it’s right… and gold” situation.
Following that, you can guide the players to track down the orc camp, which could lead to additional plot opportunities. Alternatively, you can reassure them that they have dealt with the only group of orkish bandits and direct their attention towards the mining town, where they can uncover fresh plot hooks.
Amnesiac Hero
The Amnesiac Hero initiates the players’ journey with a complete absence of memories regarding their past. It is important to acknowledge beforehand that this approach necessitates an agreement between the players and the Storyteller, as it involves relinquishing a certain degree of agency in favor of an overarching story. The Storyteller will craft a narrative around the decisions made by the player during the periods when they were not in control. This concept can be divided into two main categories: partial memory loss and total memory loss.
In the case of partial memory loss, the Storyteller collaborates with the players to establish a background that abruptly ceases at the point where the memory loss begins. On the other hand, total memory loss requires the players to construct a background that is shared with the Storyteller in advance and subsequently forgotten by the players themselves.
Example: As consciousness slowly returns, you find yourself lying upon the worn bed of a humble roadside inn. The pounding ache in your head muddles your memories, leaving you disoriented and unable to grasp the details of your arrival. Sharing the space are several unfamiliar faces, their presence providing an unspoken sense of safety and camaraderie. Within the confines of the room, a lone window stands locked, its view of the outside world tantalizingly out of reach. Yet, more concerning is the sight of a sturdy dresser positioned firmly against the door, offering an additional layer of protection. Amidst this curious setting, your attention is drawn to a small sack brimming with glittering gold coins, and beside it, a tightly rolled scroll bearing stains of crimson.
A little too late
I have utilized this concept numerous times, and I have discovered its remarkable ability to unite players, regardless of their diverse backgrounds. It involves presenting each player with an enticing rumor that hints at a highly profitable opportunity awaiting them in a neglected and distant town. Lured by the prospects of wealth, they venture to the town individually, oblivious to any shared connection. Yet, upon reaching their destination, they are confronted with a bone chilling revelation that the town has already fallen victim to an enigmatic menace. Now, as courageous heroes, they find themselves at the forefront of the impending crisis.
Example: let’s consider the town of Mealthyr (pronounced mel-ther). Through a network of riders delivering scrolls to neighboring settlements, one of these missives finds its way to the tavern where you awaken. The urgent message calls upon capable adventurers to investigate a looming tower that casts a shadow over the town. Villagers have mysteriously disappeared, and Mealthyr seeks your aid. As each member of your party arrives, they encounter what appears to be an ordinary town, yet an unsettling silence and a cloud of suspicion pervade the air. Seeking respite at the town’s only inn, known as the ‘Tapped Stump,’ they dine alone, eagerly awaiting the morning to consult with the town elder. However, as the sun sets below the horizon, the innkeeper abruptly excuses himself and flees, while a haunting howl echoes from the depths of the kitchen.
This scenario provides an opportunity for the players to confront the transformed barkeeper, now a menacing werewolf, in a thrilling encounter before the rest of the town descends upon them. It sets the stage for an exciting battle as the players must quickly devise a defensive strategy within the confines of the tavern, desperately fighting to survive until daybreak. Once morning arrives and they successfully endure the harrowing night, the townsfolk will become more forthcoming, openly sharing information about the malevolent force that infected them within the foreboding tower.
Starting a game with a strong focus on the story lets players react to it first and then explore how their character fits into the world, the plot, and the group.