How To Prepare For A Session 0

So, you have gathered your party, prepped your friends, and are ready to jump into a campaign. But, before you get into playing, there is one essential aspect of being a player or a DM that will take your game to the next level and help to ensure a good time is had by all. For those unfamiliar, this is a session 0. 

So what is a session 0? Simply put, it is the meeting of the party and Dungeon Master before the campaign starts where you can lay out your plans and expectations for the game while also having a discussion on safety tools and the boundaries of everyone involved. Be you an experienced DM or playing your first-ever character, here are a few tips on preparing for session 0 and making the most out of that first meeting together.

Players

"Let's play chaotic stupid, not chaotic asshole." -The Warlock

First up is the most popular role in TTRPG space: the player. Usually, players will outnumber the DM anywhere from 2:1 to upwards of 10:1. While it may be on the Dungeon Master to be the de facto leadership figure of the group, there are still several things that players can bring to the table for a session 0 that everyone would appreciate.

  • Know Your Safety Tools And Boundaries: Why would you need safety tools at a table with all your friends? While knowing your boundaries is vital for playing with strangers, even if you know everyone at the table, it is essential to bring up, and that is why I have chosen to put it right at the top of the tips. TTRPGS are social experiences and can be a vulnerable place for people to explore aspects of themselves they have never dove into. It is also a space that allows for some degrees of separation between you and your characters. This separation from the self can lead to some forms of conduct that you may not expect from even your closest friends. Always set boundaries and talk about what you are comfortable and uncomfortable playing with. Some of the limitations I like to establish right off the bat include excluding child violence, non-explicit sexual descriptions, and keeping inter-party conflict to a minimum. 

Prepare To Discuss Lines And Veils: Lines are the rigid boundaries that you or other players agree not to cross at any expense. Veils are potentially triggering aspects of gameplay that may make some uncomfortable and can be handled off-screen. Both are safety tools that can help keep the game fun rather than traumatic. If you cannot accept the lines and veils of other people at your table, it may be time to reevaluate your playstyle or find a different group altogether. 

Have an Idea Of What Genre You Want To Play: While some players may come to session 0 with a fully realized character, that is by no means a necessity. First, you should know what genre you want to play and agree with the others to engage in the hallmarks of that genre to keep immersion and storytelling cohesive rather than going off the rails in the first five minutes due to a misalignment of expectations. Some examples of genres and their hallmarks include the following: (This is by no means an exhaustive list, and none of these examples require all of the listed hallmarks to be considered part of that genre)

    • Fantasy: Magic, Dragons, Diverse Races, Heroes, Deities, and Fictional Kingdoms (See Most DnD Modules)

    • Science Fiction: Space Exploration, Technology, Aliens, Futuristic Societies, Alternative Realities, and Lasers (See Spelljammer or Shadowrun)

    • Steampunk: Victorian Era Technology, Trains, Basic Firearms, Industrialization, Revolution, City-Based Exploration (See Eberron Module)  

    • Horror: Death, Slashers, Dark Themes, Suspense, Lovecraftian Nightmares, Mystery (See Curse of Strahd or Call of Cthulu)

    • Romance: Meet Cutes, Drama, Comedy, Passion (See Strixhaven or Vampire the Masquerade) 

Set Your Expectations: Finally, make sure you temper your expectations. Like any team game, TTRPGs require a social compact and compromise to ensure that everyone has fun while avoiding that fun being at the expense of someone else. Don't ever let your lines be crossed, but come to your session 0 with an open mind and heart and try to use your empathy to work with your DM and other players to create a game worth playing together.

Dungeon Masters

"I seriously... I just... I can't with you right now." -The DM

Firstly, if you are a Dungeon Master, thank you. You are doing one of the most thankless jobs in the RPG space and have a lot of work ahead of you to make a fun and memorable game for your players. As a forever DM, I know how rewarding, yet challenging, it can be to have the drive to run a game and keep the chaos goblins that are your party on track. So, what can you bring to session 0 to set a solid foundation for you and your party? The short answer is a lot. 

Start With Safety Tools: Like with the player side, you should start every session 0 by establishing the safety tools available in the game and reviewing your boundaries and playstyle. Peer pressure can be powerful, but if you are uncomfortable with something, bring it up sooner rather than later and ensure that your players feel safe to do the same. Some safety tools I suggest all DMs should implement include: 

  • Lines And Veils:  Lines are the rigid boundaries that you or other players agree not to cross at any expense. Veils are potentially triggering aspects of gameplay that may make some uncomfortable and can be handled off-screen. Both are safety tools that can help keep the game fun rather than traumatic. Remember, as the DM, the duty will often fall to you to enforce these lines and veils. However, everyone at the table should be doing their part. 

  • List The Themes Of Your Game: If you are going to be playing in any premade adventure, there are bound to be several possible triggering themes for some players, so going over them is essential and is doubly as crucial for any homebrew world or campaign. Be honest with your players, and if you include things such as visceral combat, sexual content, or religious undertones, let them know ahead of time so that if they are uncomfortable, they have the chance to leave the table, or you can make adjustments. 

  • Make Timeouts Known: Always let your players call a timeout and tell them there is no shame or problem in doing so at any time, for any reason. If a player calls a timeout, be prepared to talk with them privately or openly about the problem and how you can improve it. If a player calls a timeout because of a crossed line or potential veil, address it quickly, and don't be afraid to call one yourself if something makes you feel off or uncomfortable.

Set The Tone: You want your players to leave your session 0 knowing what they are getting themselves into. Important aspects of the tone are your DMing style, the levels of violence or lack thereof in the game, and what genre you aim to encapsulate. If you are building the game with your players, open up the floor and find out which genres and hallmarks they want to explore and come to a consensus on the tone for your table. (For examples of the genre and their respective hallmarks, see the player section above) 

Build Your Characters Together: Characters with mysterious backstories can be fun, but when you make your characters, or at least roll their stats and compare classes, together can help you craft a well-rounded party of unique adventurers. Also, have some NPCs ready and offer them as potential connections for players to further ground them in the campaign from session one. 

There are a thousand different ways to go about a session 0, and many aspects can be covered in something as simple as a group chat amongst friends. However, by doing the above steps, you set yourself up for success and take the first step to have a healthy and fun gaming group. 

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