Chapter 16: First Session and Starting Scenarios
First session structure, setup sheet, and starting rewards.
The first session is a tutorial disguised as a crisis.
First Session Structure
| Phase | Purpose |
|---|---|
| 1. Catalyst | Force Contractors into action without preparation: ambush, raid, collapse, conscription, disaster. |
| 2. Scavenging | Offer 4-6 improvised weapons or useful objects. |
| 3. First Combat | Fodder-tier enemies. Teach d100, defense, consequences, and unlearned Strike. |
| 4. Escalation | Standard-tier threat or environmental problem. Encourage creative basic verbs. |
| 5. Resolution and Reward | Crisis ends. Loot is mostly Scrap, Battered, Rough, maybe Proper if lucky. Town Leave begins. |
The first successful unlearned Strike is often where a Contractor spends starting Inspiration to learn Strike.
First Session Setup Sheet
Use this one-page prep structure when starting a new table.
| Prep Item | Foreman Notes |
|---|---|
| Opening crisis | What forces the Contractors into action before they are ready? |
| Scavenge list | Prepare 4-6 objects: pipe, knife, broken shield, staff-like pole, hand crossbow, lantern, rope, tool. |
| First enemy group | 2-4 Fodder threats that are dangerous because the Contractors are unarmed. |
| Escalation | One Standard threat, collapsing room, spreading fire, locked gate, trapped NPC, or approaching Coiler patrol. |
| First meaningful loot | Mostly Scrap, Battered, or Rough gear. One Proper item only if earned. |
| First ripple | Who remembers what the Contractors did or failed to do? |
Foreman note: the first session should teach helplessness without becoming a slog. Give the players enough objects to become dangerous, then let the rules show them what danger costs. If the first session includes travel, use Low-Touch Travel or a pre-filled Route Card. The goal is to introduce travel pressure without stopping the crisis to teach the full system.
First Session Rewards
Good first-session rewards:
- Improvised or Rough weapons.
- Maybe one Proper item if earned.
- Basic armor only if the party took a meaningful risk.
- Crystal Shards from mutated creatures, reactor leakage, or Coiltech contamination. These are earned first-session rewards, not default starting equipment.
- Rations or alcohol for travel to town.
- A visible consequence that becomes the campaign's first ripple.
Chapter 15: Travel and Caravan Preparation
Travel Days, the Route Card, the Departure Checklist, the Travel Event Table with natural-roll framing, Low-Touch Travel, ration and Road Kit burn, and the Arrival State.
Chapter 17: Contractors for Hire
Hiring other Contractors, with part-time and full-time stat blocks, payment structures, supply duties, and reputation.