Prologues prepare the reader for what is to come. They provide background and context to the story, as well as potentially providing a larger context to the story's significance within the setting. In roleplaying games, a prologue can be used for the same purpose. They also provide good opportunities for players to get used to their characters, the game system, and any homebrew rulings you may be using.
My experiences with them haven't been fantastic. I want to share those experiences with you, and then take some key points from them - both what went well and what didn't - that you can use when considering running a prologue session for your players.
My first experience with prologue sessions involved a group of level 1 characters, in what was both a prologue and a time-skip; our adventurers were exploring a crypt of some sort, eventually cornered by the resident undead, and made to recount our adventures thus far, leading into session one. It's worth noting that whilst the group had played together for a while, the DM wasn't super experienced at the time.
Within the first half an hour of playing, my character had been incinerated. Taking a wrong step, my sorcerer went foot-first into a fireball trap, leaving the DM somewhat confused as to why I was dead, as 23 damage surely wasn't enough to do that (for reference, my character had 6, maybe 7 hit points - about standard for a character of that class & level).
My character was very quickly brought back after the damage taken was retconned to a more manageable number, and the prologue continued as planned.
The second time around was a few years later, with a group prologue* that took place over several sessions with a group of experienced players. Our characters had been fleshed out over a longer period of time, and we had all worked with the DM to integrate them into the setting. The prologue therefore was mainly to allow the players to learn more about the game world, and also to give our characters a chance to meet one another (and those of us using homebrew a chance to try it out).
This time, the game ended with a 50% TPK for PCs and allied NPCs. The reasons are understandable - our group went charing into a dungeon with full knowledge that the DM made challenging combat encounters, and the party split up once inside - but nevertheless, this was the prologue: the pre-game content.
The dungeon quickly turned on us, with two PCs down, one trying to commit seppuku via animal companion so that they wouldn't come back as an undead thrall, and two NPC allies dead. The last memories I have of that campaign were several minutes of two of the players (one an undead thrall, the other the previously mentioned seppuku attempter) and the DM rolling failed attack rolls on loop, each trying to drop someone so that the session could come to an end.
The Issues at the Table
During session zero, or whenever you pitch the game to your players, a social contract (an overview of ground rules and expectations between players) is made. Part of this contract includes player expectations, such as what world they are in, what the focus of the adventures is going to be, what kind of threat levels they will be facing, and what kind of story their characters may tell. Players then enter the game with these expectations in mind and expect to meet those expectations during the game.
Prologues are awkward in that they can very easily, and often justifiably, ignore these expectations - not because of the GM trying to screw them over, but because it's a ttrpg; random chance is part of the equation. When the dice start rolling, there is a chance that your PC might die. There is a chance that the background content you are playing through may change significantly, or events that were planned for the campaign may not happen. It is the same risk and reward as in regular gameplay, but under the notion that this is not the 'true' content.
The main feeling that the above prologues give when thinking back on them is one of missed potential: of the fun that I was looking forward to having, and of the context and justification for character opinions and actions that was promised.
Elements that would make for good prologues
Short: we're talking two sessions at most. Longer than this and it no longer becomes a prologue to the campaign: it is the campaign. There's nothing necessarily wrong with this, but if the idea is to give players a taster of the atmosphere and setting, then you don't want players to be in the taster for too long.
Informative: a prologue should do what a prologue is meant to do - develop the backdrop and atmosphere of the story. Note that this doesn't require it to be in the same time or place as the adventure, nor does it require the prologue to use the same characters. The players could play future NPCs, or other individuals wrapped up in your game's conflict.
Is your setting in the middle of a civil war? Split the players and have them take the role of rival soldiers forced to cooperate to escape a mutual threat - give them only one side of the conflict to work with and have them figure out what each side is fighting for. Is your campaign about an ancient sealed evil, soon to return? Have your players be present as the sealed evil's forces last breached, located in the wrong place at the wrong time.
It's worth noting that my second prologue game did this fantastically, in my opinion. All characters came to the table with at least some opinion on the major worldly conflicts, and various aspects of the plot and NPC interactions reinforced elements of the setting and worked with or against our opinions on the main conflicts and goings on.
Establish Relationships: similar to the last one, with a greater focus on the relationships between characters (i.e. initial perceptions, how the group came to be) and between setting elements (e.g. where are the main sources of conflict).
In the first of my prologue adventures, we were informed that at this point we had been travelling for a while and our characters got on - this didn't feel very natural at the time, and I think that part of this could have been mitigated if the group was still considered cautious of one another (in other groups that know each other better this might not have been the case). The second prologue meanwhile did this quite well, but I would argue that this was in part due to the increased amount of time our characters had to get to know each other, and an increased effort on the player end to get our characters interacting.
Low Risk: perhaps not the best name for it, but the most appropriate given my past experiences An alternative heading would be Set Game Expectations, Maintain Social Contract, or perhaps Reinforce Expectations. Essentially, if your prologue is going to potentially result in PC death, this should be communicated. The base expectation that I've seen from players is that prologues are the 'tutorial zone' of the game, where long-term consequences aren't likely to arise.
If you want to go for something high-risk, a good example of this is the first episode of Matt Colville's The Chain. The series prologue starts with a group of mercenaries preparing to assassinate someone, only for it to go horribly wrong and result in the death of the PCs, making it memorable and a harrowing event for the team. This worked well because the player and the DM both had in mind that this character was temporary. The social contract was maintained throughout the prologue.
Contrast this with my most recent prologue experience, which was roughly 6 sessions long and ended in a 50% mortality rate for PCs and allied NPCs. Yes, it informed us of the setting tone, but it also meant that the preparation made for the game that we signed up to play - i.e. the game after the prologue - was rendered moot.
This is the point that I think most people will disagree with; there are players that will argue that removing the risk of death hinders the gameplay, and I understand that argument if you are drawn to ttrpgs for the mechanical elements moreso than the narrative elements.
In conclusion, prologue sessions do best when the DM approaches them as a narrative tool to help contextualise the world that players will be exploring in their campaign, and if necessary also giving players a chance to gain a feel for the game rules and mechanics. If PC death is on the table and the session takes place with characters intended to be used beyond the prologue, this should be discussed with the group beforehand. I was hoping to bring up some examples of prologues I like but find myself drawing blanks - I will aim to do a follow up post when I find some.
* I specify 'group' prologue here after a discussion I had with the DM and two of the other players in that game a few days ago, in which the following came up: the DM didn't consider these sessions to be prologue. In their mind, the real prologues were the single-player one shots he ran with the group to explain why they were in the starting area looking for work. The players meanwhile considered the group sessions as prologue because, prior to the campaign start, we had been told that the big events of the campaign would take place after a scripted event that would occur after this first adventure.
Thinking back on that, this makes a lot more sense, and if that had been clarified more then I think this post in retrospect would take a different perspective, because I loved the single-player sessions we did before the prologue-but-not-prologue. They were well paced, established prior character relationships, informed us about our place in the setting, and whilst risk was present the intent was not to challenge our characters entirely, but to instead give context and background. My character's prologue involved the events prior to their betrayal of the local tyrant, joining the resistance, and finding themselves directed to the starting point as part of a covert mission.
It was a fantastic prologue reference, and I feel bad that I spent so much time analysing why the following sessions didn't work as well as prologue material when I could have been thinking about the one shot instead.




















