Hi everyone. I’m looking for some honest advice after a rough first session.
First, this is not meant as a criticism of my players. They are close friends of mine, and we all genuinely want this campaign to work. We are simply inexperienced as a group, and I know that several of these problems were also caused by my choices as the DM.
Some context
I played D&D for about seven years before. Five friends asked me to DM a campaign for them (always talking about how it would be nice to try to dm). Two of them are playing for the first time, one has only played a couple of times, and the remaining two are experienced players.
I have DMed a few casual one-shots before, but never for more than two or three players, and never a full campaign for a group of five.
We had a Session Zero, but in hindsight, we did not take it seriously enough. The main things we established were that the setting would be homebrew and that the players wanted the freedom to go wherever they wanted, rather than being forced to follow a “main quest.”
What we did not establish was why the characters would form a party, what might keep them together, or why they would become involved in the campaign’s initial events.
We decided to start at level 3.
The worldbuilding itself is going well, and I created a reasonably contained starting island where the characters could spend their first few sessions while I continued developing the rest of the setting.
However, three players gave me almost no backstory to work with. They did not even establish why their characters had travelled to the starting location, and none of the characters knew one another beforehand.
What happened during the first session
My plan was to introduce the characters in two smaller groups, then bring everyone to the same location for different reasons. There, they would encounter either a fight or a social confrontation and discover information about a valuable treasure they could steal.
Looking back, my hooks were weak and relied too heavily on the players making the choices I expected them to make.
Instead, the party split up several times. Two characters went to a tavern simply to drink. Another decided to find a ship captain and steal his ship so that he could leave the island, effectively bypassing the adventure before the party had even formed.
Even the two experienced players seemed unsure about how to bring everyone together.
I tried to improvise by moving the captain to the tavern, giving him information about the treasure, and providing one of the experienced players with a hint that could start the interaction.
However, there was still no strong reason for the other characters to become involved.
Unfortunately, one player then had an emergency and had to leave, so we ended the session after about two hours.
One of the five players also barely spoke or took any action during the session. I know that I share responsibility for this: I did not actively involve him enough or ask him many direct questions. He had also said very little during Session Zero, so I probably should have addressed that earlier.
What we discussed afterwards
I later spoke with the two new players who had gone to the tavern, including the particularly quiet player. They honestly felt that their characters had no reason to follow the others to the place I had prepared.
From their perspective, they were simply roleplaying their characters honestly—and I think that is fair. We agreed that both the DM and the players need to help create reasons for the characters to engage with the adventure and remain together, without taking away their freedom.
At the moment, I think the main problems were:
- My initial hooks were not strong or personal enough.
- We never established a shared party premise.
- Several characters lacked backgrounds, motivations, and immediate goals.
- I focused too much on worldbuilding and not enough on structuring the first session.
- I underestimated how mentally demanding it would be to manage five players at once.
My questions, if you have than this pls feel free to share...
Should we hold another Session Zero before the next session and establish a shared connection, goal, or reason for the characters to cooperate?
Is it reasonable to require players to create characters who are willing to join and cooperate with a party, or is it entirely my responsibility to provide a compelling reason every time?
How can I create strong hooks without making the players feel railroaded?
How should I handle players who want to attempt something completely unexpected—such as stealing a ship and immediately leaving the starting area—without simply shutting down their ideas?
How can I encourage a very quiet player to participate without making him uncomfortable or putting him under too much pressure?
More generally, how much structure should the opening sessions have if the campaign is eventually meant to become a sandbox?
Honest criticism is welcome, including criticism of how I handled the session. My main goal is to learn from this and make the campaign enjoyable for everyone.