8/21/2022

**Pre-session Notes:** Session 0

* How much freedom do you want? ABBY: Likes an overarching goal with big consequences, dislikes hitting narrative dead end. Party likes when things can get solved on their own -- consequences after hooks are good. DM NOTE: I think the arcs still work for our game: when an arc is finished, there is a session (or 1 1/2) of epilogue and low urgency time and maybe another arc is introduced. These direct intros let the party know it is important I suppose. Everything else we have works within the sandbox construction that the party likes for less important tasks. We will likely need to handle this with a less is more effort approach. Fine with me.
* Scale of the main plot? Some ideas: ALEX MICAH: like a ramping threat level throughout the campaign levels (assumedly 8 - ~20). Alex would prefer a bunch of little big guys before the big guy. MIcah likes to see a looming threat JAKE: needs urgency or else the game will lag in his opinion. AUSTIN: BBEG is nice but we also like big bads from backstory (dont really have to work on this much haha good job david) DM NOTE: See xp section below, it's gonna play a big part in our game now
* XP W/ Milestone safety net: Fuck man I hate XP, but the players like the reward system. When a player reaches a level everyone reaches it. If we're doing xp then I think the best way of doing it is to set a xp-goal for each session and that way we can pace a session accordingly? And it's a minimum not a maximum (therefore giving the players more xp is fine). Example of xp-goal setting: Level 8 XP requirement: 34,000 ; Level 9 XP req.: 48,000 That means 14,000 xp per player to level up. 84,000 xp to level up for the party (14000 xp \* 6 players). If we want them to level up at a rapid pace to start, we set a goal for 1 month. At a session a week, that makes about 4 sessions a month, making our xp-goal 21,000 xp a session (84000 xp in a month / 4 sessions a month = 21k xp a sesh). First of all, holy shit. There is no second of all.
* SCHEDULING: Best days seem to be Wednesday or Sunday (No Fridays, outside 9-5 weekdays, fine to run with 4-5 people /6 party).
* What happens to PCs when players aren’t there? Don't kill players while they aren't there ( AUSTIN: Prefers to be left out of all gameplay (doesnt mind Keeping It Simple) CLORISSA MICAH: don't mind being a body in combat but feel like writing themselves out. ALEX ABBY dont mind a player playing their char.

* When can a situation be taken back, or retconned? PARTY Maybe a single initiative turn or 2 but otherwise agree that it slows game pacing.
* Action / Roleplay narration: do ur thing Joseph (geez, a lot of pressure) I will offer the players chances to describe their actions if I feel like they can. Gives me some basis for their mental imagery.
* Magic Content: PARTY: High magic setting with tailored items mixed in for the party. Influential, Powerful, or Rich people have magic items as well.
* Is player-vs-player action okay? DM NOTE: Party seems to be okay with contested skill checks, pvp, AND handling issues that extend outside the table themselves. I suppose that's a relief.
* Alignment conflict: JAKE: "Let evil people do things that don't affect the party"
* Expectations:
	+ What topics do you want not to be addressed in the campaign? Avoid themes of sexual assault, abuse, and murdering minors
	+ Non-lethality – should we ever assume it? (in cities, encounters w humanoids) When dictated, attacks are non-lethal. Don't punish the players without proper warning about things their characters would know.
* Rules: APPROVED: 1:10 Rule For every second of time a character has to react in a situation of urgency, the player has 10 seconds to decide on the character's action. Punishment to start: delayed initiative turn, this means we need to inform players that their turn is upcoming so they have time to decide if they are doing something else.
* APPROVED: Revised Flanking - When a creature and its ally are both within 5 feet of an enemy, on opposite ends, they both gain a +1 to attack rolls against the enemy. Any other enemy of the flanked creature within 5 feet (is this too harsh on ranged characters? Can eliminate range requirement but also it's hard to shoot around people) gains the bonus to attack.
* PET IMMUNITY: Unless a pet (CR <= 1) is making an action in initiative or away from their master, they are considered invulnerable to most effects.
* NOTES ON Vorn Clex Ranger: is a wanderer and intruiged by new things. He is a bit judgemental and a foodie (so a foodie haha). In his past (nonspecifically) he had a bad family life and found a mentor -- now he has lost his mentor (is he in search of him near the Red Desert? That could work, esp. if his mentor was Ga'arel) He is very personable and loyal Favored terrain: Forest and Underdark: we may have to incorporate an Underdark section for him.
* NOTES ON Arita Fogwater Rogue: 2'7 42 lbs Halfling (probably considered small creature) Plays in a jolly but naive fashion, steals things to icebreak -- sign of young or immature character. Loyally loves her friends but can be slow to understand social nuance or compliments and insults. She is a nomadic halfling, presumably from a tribe of halflings or a group that contains them within the Flatlands. The tribe has been mostly massacred, and Arita has stolen something from the group that killed her family -- this is a good hook.