The initial Infinity Tower concept was pretty basic. When we wanted to start streaming for Time2Tabletop, we wanted to start right away. One of the goals that we had was to do a Session Zero, which would give us a chance to show character creation and share some of our goals for the channel before we were really prepared for our stream.
The Session Zero was supposed to give characters a chance to be created and get the players ready to work together. We also wanted a game session to take place and I like non-linear plots, so Session Zero became the part of the story that comes after Session One.
As a DM, this was actually liberating for me because I knew where the story was going. For the players, they could make decisions that led them towards their Session Zero without feeling railroaded or forced.There was already an expectation that they would work together and get along because they had already done it.
So there was a little space-time paradox going on in Session One, which was working to make the players get along. To be fair, all of my Infinity Tower players are awesome and get along well regardless.
My first draft for the story had a super short scene where the players basically fell into the Infinity Tower right away. Between that draft and Session Zero, we started to establish some character backstory that I felt needed to be acknowledged. The depth of it all led me to write a little bit about the story of the world the Infinity Tower cast started in.
So we suddenly had lots of story. The great thing about backstory is that it makes everything better for RPGs. Session One ended up being all about that story and a gentle introduction to what the Infinity Tower is.
At the end of Session One, we left the party in the village they had visited for Sessions Zero with instructions to level up and prepare for Session Two, which will address the results of their cave explorations, the return of the boys Jaks and Tam, and the impending bandit attack. Stay tuned!
The Session Zero was supposed to give characters a chance to be created and get the players ready to work together. We also wanted a game session to take place and I like non-linear plots, so Session Zero became the part of the story that comes after Session One.
As a DM, this was actually liberating for me because I knew where the story was going. For the players, they could make decisions that led them towards their Session Zero without feeling railroaded or forced.There was already an expectation that they would work together and get along because they had already done it.
So there was a little space-time paradox going on in Session One, which was working to make the players get along. To be fair, all of my Infinity Tower players are awesome and get along well regardless.
My first draft for the story had a super short scene where the players basically fell into the Infinity Tower right away. Between that draft and Session Zero, we started to establish some character backstory that I felt needed to be acknowledged. The depth of it all led me to write a little bit about the story of the world the Infinity Tower cast started in.
So we suddenly had lots of story. The great thing about backstory is that it makes everything better for RPGs. Session One ended up being all about that story and a gentle introduction to what the Infinity Tower is.
At the end of Session One, we left the party in the village they had visited for Sessions Zero with instructions to level up and prepare for Session Two, which will address the results of their cave explorations, the return of the boys Jaks and Tam, and the impending bandit attack. Stay tuned!
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