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Session Zero: The Prelude to Adventure

In Dungeons & Dragons (or any tabletop game), Session Zero is a critical prelude to the main campaign where the Game Master and players collaboratively establish the groundwork for their collective storytelling experience. During Session Zero, participants discuss campaign expectations, create characters, and delve into the setting, ensuring alignment of player preferences and DM intentions. This session serves to set the tone, clarify house rules, address potential conflicts, and establish a shared understanding of the campaign's themes. By fostering open communication and collaboration, Session Zero enhances player engagement, promotes a cohesive narrative, and lays the foundation for a successful and enjoyable tabletop role-playing experience.


Introductions:

  • Allow players to introduce themselves and share their expectations for the campaign.

  • Encourage open communication about playstyles, preferences, and any potential concerns. Feel free to bring up experiences in past campaigns as potential examples.

  • What parts of D&D are most exciting to you? Combat? Role play? Investigation? Political Intrigue?

  • Does that party as a whole want a streamlined, linear process? Will the party enjoy 18 hour side quests and/or frivolous adventures?


Discussing Game Systems and Rules:

  • Explain the TTRPG system you'll be using (e.g., Dungeons & Dragons, Pathfinder) and any house rules.

  • Ensure everyone has a basic understanding of the rules and mechanics.

  • This is a good point to discuss how much time may be spent looking up a specific mechanic or rule.

    • Is the party okay with the GM making up a rule on the fly, if needed?

    • Is the party okay with retconning an event or action? If so, what are the general rules for this?

    • How much narrative control can players insert into the story?

Setting and Tone:

  • Collaboratively discuss the campaign setting, whether it's a homebrew world or an established setting.

  • Define the tone of the campaign (e.g., high fantasy, gritty realism) to align player expectations.

  • A GM can ask the following questions to help develop the tone:

    • Do you prefer dramas or comedies? Action-Adventure or suspense?

    • Will this be rated G, PG, PG-13, or R?

  • Discussing Sensitive Topics:

  • Establish a safe environment to discuss and identify any sensitive topics that should be avoided or handled with care during the campaign.

  • This is crucial to a successful campaign. Any D&D party should be inclusive and viewed as a safe space for players. Creating a safe and inclusive space within Dungeons & Dragons is paramount for fostering a positive gaming experience. Discussion of sensitive topics during Session Zero is crucial as it allows players to openly communicate their boundaries, ensuring that the campaign unfolds in a manner that is respectful and comfortable for everyone involved. Addressing potentially triggering subjects, such as violence, trauma, or other sensitive themes, enables the group to establish clear guidelines and avoid unintentional discomfort. This emphasis on open communication not only contributes to a more enjoyable gaming atmosphere but also encourages players to explore aspects of their characters and narratives that may delve into personal or emotional territories. By cultivating a non-judgmental environment, Dungeon Masters and players alike create a space where individuals feel empowered to express themselves creatively, knowing they are supported and respected by their fellow adventurers.


Campaign Themes and Story Hooks:

  • Share overarching campaign themes and potential story hooks.

  • Collaborate with players to integrate their character backgrounds into the campaign narrative.

  • Guide players through character creation, ensuring characters fit the campaign setting.

  • Discuss character backgrounds and motivations to weave them into the overarching narrative.


Balancing and Challenges:

  • Discuss preferred levels of challenge and difficulty for the campaign.

    • Think video game difficulties. Do we want to play on easy mode? Expert?

  • Address how character death and setbacks will be handled. Discuss each players preference for the following, as it is not uncommon for players to become strongly attached to their characters, and permanent death may not be the most enjoyable option for everyone.

    • Permanent Death: In traditional games, character death is permanent. Once a character's hit points drop to zero, and death saving throws are failed, the character is considered dead. The player typically needs to create a new character to continue playing in the campaign.

    • Temporary Death or Captivity: Instead of outright killing a character, a GM might opt for temporary death or captivity. The character could be captured by enemies, requiring the party to embark on a rescue mission. Alternatively, the character might be revived through a quest or special event.

    • Resurrection Magic: Many fantasy settings in tabletop role-playing games include spells or magical items that allow characters to be resurrected. The party may need to find a powerful cleric, locate a rare spell component, or undertake a quest to bring the deceased character back to life.

    • Reincarnation: Some GMs use the concept of reincarnation. Instead of restoring the character to their previous state, the character's soul is placed in a new body. This can be easier for players to re-integrate into the party.

  • Discuss how player vs player interactions may unfold

    • Consensual PvP: Some GMs prefer that all PvP interactions be consensual, meaning players involved in a conflict must agree to it. This ensures that everyone is on board with the potential consequences, preventing unwanted tension or conflicts at the table.

    • Narrative Resolution: Instead of engaging in dice rolls and combat mechanics for PvP situations, GMs may opt for a narrative resolution. Players describe their actions and intentions, and the GM arbitrates the outcome based on the characters' abilities, skills, and the context of the situation.

    • Restricted PvP: GMs might establish ground rules limiting the extent of PvP interactions. For example, physical harm between party members might be disallowed, but verbal conflicts or disagreements are allowed to a certain extent.

    • In-Character Consequences: GMs may allow PvP interactions but emphasize in-character consequences. This means that characters may face repercussions based on their actions, such as damaged relationships, loss of trust, or even alignment shifts.


Scheduling

  • Determine the frequency and duration of game sessions.

    • Is weekly too much? Is monthly too little? Will some players schedules require more flexibility or will it be a set time?

  • How long will each session last?

    • Some players may prefer 2-3 hour sessions while some may enjoy 6+ hour marathons instead

  • Decide upfront how you will hand cancellations. What number of players must be present for a session to continue? How will you handle a player's absence?

    • Some GMs/players may prefer to 'have the missing player's character go off on a side journey.

    • Some may have the GM 'play' the character.

    • The character may 'be there in spirit' traveling with the party but not participating in the adventure that session.

  • Will this be played primarily online? If so, what service? Will it be in person? Should anybody bring materials, books, miniatures, etc?

  • Confirm scheduling preferences and discuss methods of communication outside of sessions.


Q&A and Feedback:

  • Allow time for players to ask questions and provide feedback on the Session Zero.

  • Make adjustments based on player input to enhance the overall experience.


Set the date for the next Session! There's no time like the present!

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