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Running Session Zeros

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Both Return of the Lazy Dungeon Master and Tasha's Cauldron of Everything describe running a session zero for your D&D games. This article summarizes one approach for session zero sessions to help you baseline your D&D campaigns for both you and your players. While the books above go into more depth, hopefully this article gives you an idea of the basics.

What Is a Session Zero?

A session zero is a game session run before a larger campaign in which you and your players talk about the upcoming campaign before you actually run it. Session zeros are intended to get you and your players all on the same page about the game you plan to play, and the campaign you plan to experience. Some DMs go in with little prepared, maybe not even knowing what campaign the group will play. Others, like me, have a good idea what campaign we'll be playing and want to baseline the principals and story of the game with the players.

Session zeros help everyone manage their expectations about what the game is and what it is not. It helps tie the characters to one another, to the world in which they exist, and to the main story of the campaign. It helps everyone understand what kind of game you'll be playing and helps define the boundaries of that game.

Session zeros are a huge benefit when running longer campaigns.

The Session Zero Checklist

When you're running a session zero, here's a list of things you likely want to go over during the session.

  • The campaign world and it's defining characteristics.
  • The "six truths" of the campaign. What are the major defining characteristics of the world that the characters know but the players may not?
  • The main driver for the campaign. What are the characters trying to do?
  • Any major factions the characters might already know about.
  • Options for the characters' patrons. Tasha's Guide to Everything includes good sets of character patrons you can use directly or as an example.
  • Safety tools you'll use in the game. What sort of content can players expect and what can they do if the game heads into territory where they're uncomfortable? See my safety tools article or Monte Cook Games's free Consent in Gaming for ore.
  • Character creation guidelines. What sorts of characters will have the most fun in the campaign? What books can the players use to build their characters?
  • Character integration. What brings the characters together into a cohesive group? This is a great interactive part of the session that binds the characters together. Often tying them all to a single group patron is an easy way to do it.
  • Go over any house rules. Do you have any house rules that break away from the game? Now is the time to go over them. It may be things like how you run theater of the Mind combat for example.
  • If you need it, this is your time to talk about player etiquette, your rules on cheating, or any other behavioral issues you need to address head on. Nows the time.

You may have other things you want to go over before your campaign begins. This is the time to do it.

Session Zero Campaign One-pager

When I prepare for a new campaign, I like to put together a single page campaign worksheet so my players can quickly internalize what I'm planning for the campaign. You can see my example campaign one-pagers below:

I've designed these guides with the following principles.

  • They fit on one page so players will actually read them.
  • They tell the players what this campaign is about.
  • They describe what makes this campaign different from others.
  • They offer any group factions.
  • They offer guidance for building characters best suited for the campaign.
  • Describe content and safety tools.

You can build your own one-page campaign guide from these principles and examples for your own campaigns.

Session 0.5

Once we've gotten past the main part of a session zero, I like to run a short session with the characters. I like to start strong and bring the characters right into the campaign with a fun short adventure and a good hook for what's to come. If the characters begin at 1st level (they almost always do in my campaigns), I like to give them a small challenge, some opportunity for roleplaying, and then level them to 2nd level before the real adventure begins.

Setting Expectations

When everyone's on the same page about a game and a campaign, campaigns run much smoother and everyone has a great time. If players come to the table without any expectations defined, they'll bring their own and a mismatch in expectations isn't fun for anyone.

Take the time to plan and run a session zero before your next big game and get everyone off on a grand adventure leading off on the right foot.

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Check out Mike's books including Return of the Lazy Dungeon Master, the Lazy DM's Workbook, Fantastic Adventures, and Fantastic Adventures: Ruins of the Grendleroot.

Send feedback to mike@mikeshea.net.

This article is copyright 2020 by Mike Shea of Sly Flourish.


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