Session Zero Suggestion

The concept of a session zero is a great idea which allows the party to create characters without potentially stepping on each others toes. In reality however, I often see people just pick the characters they want to play, which could lead to 3 melee tanks and a wizard or 3 charisma based characters and a cleric. Now this isn't wrong in any way, it just means that more people are capable of filling the same niche, which leads to less overall coverage of all the various skills and abilities.

This can potentially complicate things further as it means there's more competition to fulfill certain aspects. Hence the 'stepping on each others toes' issue. I think DM's and players at this point have a responsibility to attempt to split the responsibilities evenly between the group to ensure everyone has their own niche and chance to shine.

So to counter this issue in my own games I have devised a simple setup to have players "specialise" in a particular field or area. This can provide characters an additional way to interact with the game and helps to further immerse them by providing additional opportunities.

First come up for a reason for the group to be together, is it an adventuring company, a mercenary group, university or academy team or even a group of friends. Once the reason for them being together is established, they need to be presented a task relative to some of the appropriate fields below. Then have them all select which area of expertise they would like.
  • Guard and Group Security Consultant - This is the main meat shield of the group, charged with keeping the group safe. This role should take proficiency in athletics and intimidation at the least. Possible classes suited to this role include: Fighter, Paladin, Barbarian & Monk.
  • Anthropologist and Cultural Expert - This character should be knowledgeable with any race capable of making a civilisation. This can include kobolds, dwarves, yuan-ti or even giants. Proficiencies for this role could include History, Insight and Persuasion, along with as many languages as possible. Classes which naturally fill this niche include: Cleric (knowledge/city domain), Bard, Wizard. 
  • Biologist and Botany Expert - This role deals with the more "natural" aspects of a quest or campaign. They should usually be able to identify a range of plants and animals with Animal Handling, Nature and Survival as their proficiencies. Other bonus abilities could be spells like speak with beasts or speak with plants. Classes/races that could excel here include Druids, Nature Clerics, Rangers, Elves and Forest Gnomes. 
  • Cartographer and Historian - The cartographer/historian is interested in a number of fields but often sources information from books and stories. Obviously the History, Investigation and multiple language profficencies make sense here. Classes suited to this role include Ranger, Rogue, Monk & Bard 
  • Cook and Camp Manager - Although seemingly dull the management of camp duties shouldn't be underestimated. This roll could cover skills such as Religion, Perception, Medicine, Survival & Performance, along with Chef's Utensils proficiency and perhaps an instrument of some variety.  A range of classes could suit this roll including Monk, Cleric, or Rogue (Mastermind).
  • Geologist and Metallurgist - If pretty rocks and dark tunnels take your fancy, this is a decent role to select. Specialising in skills like Nature, Perception, History & Smiths Tools will aid in fleshing out the role. Classes/Races that suit are Artificer, Cleric (Forge), Dwarf or even Gnome. 
  • Historian and Lore Expert - A no-brainer for knowledge based characters this role favours History, Insight, Investigation and Language Proficiencies. Classes suited to this role include Wizard, Bard, Cleric, Druid. 
  • Theurgy and Religious Expert - Another simple thematic role which can be utilised often in the correct settings. Profficencies should include Religion, Insight, Persuasion, and Languages. Classes/races to suit this role include Cleric, Bard, Paladin, Monk, Teifling, Aasimar) 
  • Arcane and Magical Expert - A roll perfectly suited to any magic user, this role will become increasingly useful as the characters level up. Obviously proficiencies include Arcana, Investigation and even Religion would be appropriate. Classes/Races can include Wizard, Sorcerer, Cleric (Arcane Domain), High Elf, Gnome. 
  • Dungeoneer / Ruins Expert - The classic adventuring archetype, this role is almost a necessity to most groups. Having proficiency Perception, Stealth, Sleight of Hand, Acrobatics/Athletics and Investigation will be a great assistance. Classes naturally suited to this role include Rogue, Ranger and even Fighter.
  • Scribe and Linguistics Expert - A fun addition not typically considered is a party member able to talk to anyone at any time. Language proficiencies are a must along with Persuasion and deception. Any charisma based class could work here but Bard, Sorcerer and Warlock would excel along with the Half-elf race. 
  • Antiques and Artefacts Expert - Essentially the Indiana Jones of the group, this character is focused on using History, Religion and Investigation to reveal the secrets of any unique items. Classes/Races to suit this role include Artificer, Bard or even Gnomes.

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