The Level-0 Funnel

Version 0.10 · not yet playtested

Jon Mayo. PUBLIC DOMAIN (CC0-1.0)

Most campaigns begin with heroes. A funnel begins with a crowd of people who are about to become heroes, or to die trying. Each player runs a handful of ordinary villagers, fragile and untrained, through one deadly opening, a raid, a cave-in, a thing loose in the dark, and whoever crawls out the far side picks up a playbook and stands as a level-1 hero. It is a session-zero with stakes, and it hands the table a party already bound by what they survived together.

This is advanced play, an optional opening that sits outside the core loop. A funnel asks each player to juggle a fistful of characters, asks everyone to spend most of them, and asks the GM to pitch lethal encounters by feel; none of that is the gentlest way to meet the rules. A table new to the game is better served building level-1 heroes from playbooks and starting there. But for a group that knows the dice and wants a campaign with roots, the funnel is a fine first act of the campaign-frame module (the West Marches hub and its growing base): the founding disaster that sends the survivors out to the frontier in the first place.

1 The villagers

A level-0 character is a villager swept into adventure, set below the level-1 grant budget. Every one of them starts the same fragile chassis:

A felled villager does not get the hero’s death save: a drop to 0 HP is simply out, the GM’s call on dead or dying. That is the point of the form.

Make them in a minute. Hand each player two to four villagers and roll each on the trade table; it grants the one skill, says which attribute is the +1, and arms them with whatever was in reach. Names and faces take longer than the numbers.

d6 You were +1 Skill In your hands
1 a farmhand or laborer Might Athletics a hayfork or cudgel (improvised, 2)
2 a hunter or trapper Agility Tracking a sling or long knife (light, 3)
3 a smith or woodcutter Might Mechanics a hammer or hatchet (light, 3), an apron (armor 1)
4 a fisher or boatman Agility Seafaring a gaff or net (improvised, 2)
5 a healer or midwife Wits Medicine a sickle (light, 3)
6 a pedlar or hedge-scholar Wits Old Lore a walking staff or knife (improvised, 2)

The stress track and Push are the only lever a villager has over the dice; teach them to spend it, because they will not survive on numbers alone.

2 Running the funnel

The funnel’s danger lives in the opposition, not the villagers’ frailty. A band of a dozen weak bodies wins by swarming, so changing their Hit Points barely moves the survival rate; what decides who lives is how many foes you set against them and how hard those foes hit. Tune there:

Throw at the band What happens Use it for
A few vermin (rats, a stray cur) A one-round rout. Teaching the dice, a warm-up.
A weak pack near the band’s own number (goblins, raiders, the restless dead) About half the villagers fall; the band still wins. The funnel’s main course.
A lone tough beast (an ogre, a cave-thing) Slow but safe: the swarm grinds it down over several rounds, losing only the one or two it reaches. A climactic monster that costs a name or two.
A large trained warband, more than the band can mob A wipe. Only if you mean to end the funnel here.

Keep the fights short and the bodies cheap. Two to four scenes is a whole funnel: the disaster, a flight or a search, the thing at the heart of it. Play the losses for stakes but name them lightly, the funnel earns its heroes by spending the rest.

3 From villager to hero

A survivor who reaches the end of the funnel chooses a playbook and takes its full level-1 grant budget, the trial just played becoming that character’s lifepath: the playbook’s origin and motivation questions are already answered in the fiction, so a player who wants to may skip the lifepath tables and keep what the funnel wrote. The villager’s one trade-skill folds into the playbook’s grant where it fits, or carries over as a sixth.

The bonds are the real prize. Whoever a survivor stood beside, dragged from the fire, or watched die, is the seed of the party-binding beat: point each new hero at another and ask what the funnel made between them. A party that met in a funnel never needs to explain why it travels together.