GM Tips: Skip the Tavern, Start With a Bang!

Hey everyone,

I had originally planned to do a more in-depth technical post today, but life, as it often does, had other plans. Between my wife dealing with a dislocated knee (it's a semi-chronic issue for her, and she'll be okay!) and a wonderful surprise visit from my little sister this morning, I just don't feel like I have the time or focus to do that post justice.

So, instead, I thought it would be a great time for another GM Tip. Let's talk about one of my favorite techniques for kicking off a new campaign or even just a new session: starting in media res.

The Problem: "You All Meet in a Tavern..."

We've all been there. I'm sure every gamer is tired to death of the classic, "You all meet in a tavern when a mysterious stranger approaches your table..." opening. While it can work, it often leads to an initial lull. It puts a lot of pressure on the players to awkwardly roleplay their characters into becoming a team, which can be slow and sometimes falls flat.

The Solution: Start in the Middle of the Action

In media res is Latin for "in the midst of things." In storytelling, it means starting your narrative right in the middle of the action, and it's a fantastic way to energize your game from the very first sentence. It bypasses the slow start and throws the players directly into a compelling situation.

Why It's a Great Technique:

  • Instant Engagement: There's no time to be bored when the game starts with a chase scene or a sudden explosion. It immediately grabs your players' attention.
  • Forges Bonds Through Action: Nothing brings a group of adventurers together faster than a shared crisis. They are forced to rely on each other from moment one.
  • Creates Instant Mystery: The players will immediately have questions. "Why are we being chased? Who are these people shooting at us? What's in this box we're protecting?" The plot reveals itself organically as they try to survive.

Examples of Starting "In Media Res"

Goblins are on your tail and the brakes locked, do you abandon the cart?

Instead of the tavern, try kicking off your next campaign with one of these:

  • Fantasy: "Okay everyone, you're all in a rickety mine cart, careening down a dark tunnel. The goblins you just stole this priceless gem from are right behind you, firing arrows, and the cart's brakes just snapped. What do you do?"
  • Sci-Fi: "The airlock door behind you seals shut, and red alert sirens are blaring throughout the starship. Your contact, a shady information broker, lies dead at your feet, and you're holding the data chip he just gave you. You hear heavy armored footsteps approaching fast. What do you do?"
  • Modern Horror: "The sΓ©ance has gone horribly wrong. The lights are out, the candles have been extinguished by a sudden, unnatural wind, and the psychic is now floating three feet off the ground, speaking in a language you've never heard. The door just slammed shut and locked itself. What do you do?"

You can always fill in the "how you got here" details later with quick flashbacks, or just let the players piece it together from the context.

The next time you're starting a new adventure, try skipping the tavern. Throw your players directly into the fire and watch how quickly they come together. It's an exciting, efficient, and effective way to begin.

As always,
Michael Garcia a.k.a. TheCrazyGM

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3 comments

Ah yes, some books and movies do that. That does seem like a fantastic way to start things off. 😁 πŸ™ πŸ’š ✨ πŸ€™

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Wow - I like this one! Honestly, I feel like this is a tip I haven't heard before and I kind of want to try it out. I mean, I feel like the players will even natually fill in their own backstory about how they got there, since well - they are there!

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