New adventurer checklist

His Majesty the Worm · pp.38–39

Open source p.38

If you have retired your previous adventurer, or if you are a new player just joining the game, the checklist on the following page will help you integrate your new adventurer without the processes of a group-focused Call to Adventure or session 0.

NEW ADVENTURER CHECKLIST

If you’re a new player joining a group playing His Majesty the Worm and you missed session 0, here are the things you need to prepare.

Prior to your first session

  • Have your adventurer sheet ready.
  • Have your kin talent and all seven path talents written down.
  • Determine which path talent you have mastered. The rest are in training.
  • Choose items from the Omphalic Market (p. 162) – 1 luxurious item, 5 common items, and as many impoverished items as you want. Items needed for one of your talents are impoverished items for you.
  • Know your own name.

At your first session

  • At the beginning of the session, select two players with whom you have Bonds.
  • Say what your adventurer looks like.
  • Ask questions. Ask about the game world. Ask about the rules. Ask for help about which actions to take. Ask for clarification about how things work.
  • Give feedback. Let the GM know how it went. Let them know if there’s something you thought could have gone better. Let them know if there was something you liked.

Prior to your second session

  • Based on your experiences in your first session, fill out a Bond for every member of the Guild.

At the end of your second session

  • Based on your experiences in your second session, either join the current guild or elect to create a new adventurer that’s more appealing to you or who meshes with the group dynamic better.
  • If you join the guild, sign the guild roster and state your role and marching order.
  • If you join the guild, you’ll join their current quest and gain 3 XP.

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