Establishing a new gaming group or campaign frequently starts with “session zero” where the Adventurers and Guide discuss and agree on the kind of game everyone will share.
Everything here is optional but can help get everyone together to have the most fun with the game.
Express preferences:
Rules as written and home brew
Allowed “add-on” game books, classes, feats, spells
Setting
Themes and tone
Allowed or prohibited topics or content
Player deaths?
Blue-booking?
Set Expectations:
How often to meet
When to start and stop sessions
Where to meet
Who handles which logistics such as food, drinks
Absences
Distractions
What the players hope to get from the game experience
Assumed knowledge of the rules and setting
Minimum materials required such as which books, how many dice, miniatures, and so forth
Topic change tools
X-card system by John Stavropoulos
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Create Adventurers:
Each players creates their Adventurer(s)
Create backstories for the Adventurers
Create goals for the Adventurers
Connect Adventurers:
How did these Adventurers first meet each other?
Why do these Adventurers face these dangers together?
Create starting non-player characters connected to the Adventures
Kickoff the adventure or campaign sessions.
▲ Chronology