Starting a campaign with Ten Truths

Scott Boehmer has written a post over at Glimm’s Workshop about a way to kick off a new campaign by including ten statements about the setting that are true. This compact set of information is enough world-building to allow players to build characters around without having to read a full history of the world or give out a huge gazetteer to get them acquainted with the setting.

A nice twist on this is to include the players in the generation of these elements or additional ones, such as in games like Dungeon World [AL] and Fate [AL], where players get to help co-create the world with the GM. Using the Ten Truths as the basis to riff from, players can deepen the connection the players have with the setting and make them more involved in play, which is particularly important for campaign play.

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