First Session Survival Guide
Last updated Oct 29, 2026
Before You Sit Down
- Read the adventure once all the way through. You don't need to memorize it — just know the shape of it, or clone a ready-to-run starter adventure from Campaign Templates such as War of Flowers & Smoke.
- Prep your opening scene. Know exactly how you're going to start. A strong first image ("You awaken in a dew-soaked gully outside Chrysanthemum Castle as wisps of dawn smoke curl around your boots...") sets the tone for everything.
- Have 3 NPC names ready. You will need more than you think. Keep a short list in your Session Planner or use the inline Roll / Auto-Fill button (
@Namein any rich-text note) so you're never caught off guard. - Know the 5 most common rules. Advantage/disadvantage, ability checks, saving throws, initiative, and the action economy. Everything else can be looked up mid-session using the Command Palette (
Cmd/Ctrl+K) or the 5e Compendium.
At the Table
Starting Strong
- Open in media res — drop players into an active moment, not a history lecture.
- Give each player one small decision in the first 10 minutes. Engagement starts with agency.
- Paraphrase descriptions in your own words rather than reading boxed text robotically.
Keeping Momentum
- "Yes, and..." beats "no" almost every time. If a player tries something unexpected, find a way to make it interesting rather than shutting it down.
- Make a ruling and keep moving. If you don't know an edge-case rule, make a fair call at the table and check the Rules Reference after the session.
- Stuck on what happens next? Turn the question back to the table: "What does your character do while the others argue?" buys you 60 seconds of breathing room.
Managing the Table
- Quiet players: Check in directly — "Eryn, what is your character thinking right now?"
- Dominant players: Redirect with an NPC addressing another party member or split the spotlight across concurrent actions.
- Rules debates: "Good point — we'll rule it this way tonight and review it before next session."
Combat Basics
- Roll Initiative: Everyone rolls
1d20 + DEX modifierand acts in order from highest to lowest in the Combat Tracker. - On Each Turn: One Action, one Bonus Action (if granted by a feature or spell), and Movement up to the creature's Speed.
- Common Actions: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Study, Influence, Utilize.
- Keep It Visual: Describe the fiction, not just the numbers — "The orc staggers back against the gatepost, halberd sparking on the stone" beats "He takes 6 damage."
When Things Go Sideways
| Situation | What to Do |
|---|---|
| Players go completely off-script | Adapt your prep rather than forcing a script — repurpose your planned encounter at the new location. |
| You forget a rule | Make a fair ruling in the moment, jot a note in your Session Plan, and move on. |
| A player is frustrated | Pause briefly, check in, and lean on your campaign's Session 0 Game Expectations and pause phrase. |
| The session is running long | End on a natural cliffhanger or a short/long rest checkpoint. |
| You blank on an NPC's voice | Speak plainly and describe their mannerisms — sincerity beats theatrical performance every time. |
The Golden Rules
- Your job is to make the players the heroes — not to "win" as the DM.
- Imperfect and fun beats perfect and boring. Always.
- Prep situations, not scripts. Players will never follow a rigid script.
- The session ends when everyone had a good time — not only when every room is cleared.
After the Session
- Write 3 sentences in your campaign's Session Recap about what happened — this becomes your living campaign history.
- Note one thing the players loved and lean into it next session.
- Adjust just one thing you'd do differently next time rather than overhauling your entire style.
- Ask your players: "What was your favorite moment tonight?"
Quick DC & Roll Reference
| Roll / DC | Meaning |
|---|---|
1d20 + modifier vs. DC |
Ability check or saving throw |
| DC 10 | Easy |
| DC 15 | Medium |
| DC 20 | Hard |
| DC 25 | Very Hard |
| Natural 20 | Critical hit on attack rolls; exceptional moment in play |
| Natural 1 | Automatic miss on attack rolls — flavor the complication without punishing the hero |
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