SESSION ZERO

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

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

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