Must say I’m loving seeing everyone’s prep. Found every single ‘reveal’ super interesting/inspiring
@Nintaku my 2 cents: Don’t go too crazy. It’s session one: What do you really need?
I recently did a session 1 for non-RPG friends. Maybe it will be helpful. (on holiday so no pictures)
To get playing ASAP and not be overwhelmed by pre-play decisions, I created 5 ‘classes’; Tanky one, Fighty one, Stealthy one, Brainy one and Supporty one.
I gave each one 3 Tags/Items (they were Rats, so 3 ‘Body Parts’), that had the feel of the ‘class’. Then asked the players to name their character, assign 7 attribute points and create another ‘Body Part’.
Eg. Fat one had Fat (+1 HEART), Charge (After moving NEAR, deal BASIC damage to all CLOSE targets), Muscles (+3 to athletic checks). Player created "Big Jaws (After an attack roll of 15+, Jaws grapple target. Next turn if still clenched, can throw target or bite down for ULTIMATE damage).
I wouldn’t have wanted any more detail for the newbies, that was more than enough info to have to explain through.
I also made custom paper minis for each character - Hank is right, Players do get a real kick out of stuff specifically built for their adventure!
By end of session they wanted to make it a campaign. Some wanted to keep their characters, others wanted to design new ones. Yay!
Classes: Don’t try to create ALL classes, just enough to have variation. Really you are just creating 1 or 2 items/tags that give each class it’s ‘feel’.
Magic Schools: Limit it to a few of the schools (like 3? if it becomes a campaign, you can add the others). And then 5 spells each or something. Steal what you can from ICRPG. Remember, first session, keep things simple, you can introduce more complexities/variation later.
Item List: I created 10 items, and 3 “epic” items. Most of which I stole from ICRPG and renamed. More than enough for 1 adventure. (they looted 3 and 1 epic)
Hope that helps. Would like to see what you came up with in the end and how it played out!