A GM’s Guide to Session Zero: Tips, Checklist, and FAQs Answered

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Our new GM’s Guide series is going to cover basic vocabulary and 101-style topics about running TTRPGs. The information here will be system-agnostic; that is, it can be applied to any game. We’ll also include insight from our community members and give you a couple free PDFs to apply this technique at your table. 

What does “Session Zero” mean? 

In the TTRPG world, Session Zero (or “Session 0”) is the term used to describe a semi-formal discussion of the themes of the upcoming campaign (or one-shot), sensitive topics, and everyone’s goals for the game. This is usually the first time the group meets as a whole, which is where its name comes from. 

While not a requirement in most systems, it’s a simple (and free!) tool that pro and home GMs alike use to get everyone on the same page and ensure that their games run smoothly.

“A lot of RPG problems or even “horror stories” are things that probably could have been avoided by a good session 0 discussion. Putting aside stories of “this one player was just a huge jerk,” a lot of them ultimately come from people wanting or expecting to get different — and incompatible — things from a game. Like whether getting into fights carries serious danger or is a normal, expected part of the genre, or what kinds of potentially heavy subjects and themes people want to explore or avoid.”
— Will Kelly, CTGA Community Member

What are the benefits of a Session Zero? 

As hobbies go, role playing is one of the more vulnerable ones. I’m sure it’s possible to accidentally step on your friend’s childhood trauma during your weekly bowling league, but it’s a lot more likely when you’re spending a few hours acting out life or death situations together. So how do you avoid that while also figuring out if your friends are down for a game of Flirting with the Homies? 

All this and more can be answered with a Session Zero! 

You can avoid a lot of heartache and make the TTRPG experience safer and more enjoyable for everyone if you set expectations early. Not every system and every game is right for every player — and that’s ok. Even if you’ve never used the term, you’ve probably done parts of a Session 0 by simply telling your players what type of game you want to run. This is just setting aside time to make sure everyone’s voice at the table gets heard, and allow them to have input on the story that you’ll all be telling. 

It’s also a great way to show new players and those from marginalized communities that you’re taking everyone’s safety at the table seriously. Right at the beginning is the best time to outline anything that won’t be allowed in your fantasy world, like real-world bigotry, slurs, or ketchup on hotdogs.

“You’ll save both your time as the GM and other player’s time if everyone knows exactly what they’re getting into from the get-go. Whether it’s understanding if your group is looking for a RP-heavy conversational type of game (ex: Critical Role), some straightforward “generic” adventure (ex: being happy with some randomized encounter tables and light questing), or a straight-up dungeon crawl.

That helps iron out any misunderstandings where half the group is expecting memorable NPCs and banter while the other half was planning on killing everything in sight for loot.”
— Aaron Pski, CTGA Community Member

What should a Session 0 include?

Just like campaigns, no two Session Zeros are the same, and yours should be customized to the kind of game you plan on running. The ultimate goal is to listen to what your players are comfortable with (and excited about) and try to find common ground that allows for a story they can all enjoy. Here’s a few big areas that you should cover:

Likes and Dislikes

Discuss the type of game you want to play, and ask what kind of game the players are excited about too. If you’re building your campaign from the ground up, it’s helpful to treat this as a brainstorming session. Make a big list of everyone’s favorite aspects of TTRPGs, and see where there are some overlapping tones or interesting combinations. Everyone doesn’t get everything they want, but they should all have something to be excited about in the campaign. The GM included! 

This can be as specific or as granular as you need. When my home table did this we had some specific requests like: “I want a magic sword.” And also some more nebulous ones like the unanimous request for “emotional damage" to be a part of the plot. 

If you’re pitching a specific module, be upfront about what it contains and how much you’re willing to stray from the text or customize. This may be a case where the game isn’t for everyone, and if players aren’t comfortable with parts of the story, it may be better for them to sit this one out. 

Consent Form

For games that plan on staying firmly in PG waters, this may not be necessary. But for games dealing with more serious or potentially upsetting themes, a consent form (or triggers form) is pretty essential. While talking about what you’re all comfortable with in a group is one of the best approaches for a Session 0, it can also be intimidating for some people to talk about their triggers in a group setting. 

So I recommend combining your Session Zero with some homework, and giving your players a form so they can let you know about any known triggers on their own time. It’s also nice to have in writing so you don’t have to rely on note-taking or just remembering. Because this can be somewhat sensitive information, I always give players the option of filling it out anonymously. 

Homebrew Rules

Not every game needs to involve homebrewing, but if yours will, let your players know upfront. If you’ll be creating any customized class or background details for one player, let the others know that it’s an option for them, too. Otherwise, it might feel like some players are getting special treatment. 

If you have any “house rules” that you use, you also need to let your players know in Session 0. It might affect how players build their character or interact with the game. For example, when I’m running a D&D one-shot, I let players know that all attunement times are reduced to one action. That way, they know that any magic item or weapon they find, they can immediately attempt to use. 

Character Creation

Either in whole or in part, it can help with party cohesion to build them together. Unless, like me, you’re a fan of Oops All Warlock Parties. This could involve creating the character sheets stat-by-stat, exploring who the characters are, or a combination of the two. If your party will know each other beforehand, this is a great time to ask them questions about how they met or what kinds of adventures they’ve already been on. 

Scheduling

Perhaps the most dreaded monster in the TTRPG world is scheduling. No villain has TPKed more parties. If you’ve ever lost a campaign to this foe, you’re among the best of us. But all is not lost. You can’t prepare for everything, but you can stack the odds slightly in your favor. 

When you’re trying to put together a long campaign, talk to your players about their availability, not just for the upcoming month, but what their long-term schedules look like. What days do they regularly have off work, and are free from other responsibilities? I’d recommend staying away from stereotypically busy nights like Friday or Saturday, which can be a hard commitment for players to keep in the long term. 

If your group doesn’t have regular availability, this might be a good group to run a series of loosely connected one-shots for, rather than attempt a weekly campaign that’s always missing a player. It’s also a good idea to talk about how you’ll handle someone needing to miss a day. Having rules like “One missing player is fine, and we’ll still play, but we’ll cancel if any more need to miss.” helps keep the campaign moving and doesn’t make players feel like they need to miss important life events to be there for the initiative roll. 

Listening 

You’re going to do a lot of talking as the GM. So it’s really important that you start this endeavor by listening to your players. People are more likely to be invested in something they feel like they’ve shaped, and invested players are truly worth their weight in gold. 

It can feel a little silly to take our games of imagination so seriously, but it’s the easiest way to make sure the game stays fun for everyone.

“My biggest goal with Session 0s is always to assess and understand the personalities I have at the table and to set expectations that are clear and everyone can agree to. While learning about characters/setting is great and important, I also prioritize asking the players about their playstyles and then, of course, if there are any lines/veils we need to stay away from.

I often create an anonymous survey as a sort of pre-work for the Session 0, so I can make sure everyone feels safe to express themselves. Then I look over the results and put them together into a short briefing for the start of the session.”
— Libby Kraemer, CTGA Community Member

Session Zero Checklist and Resources

As mentioned, it’s useful to have some forms and checklists for your Session Zero, and we’re not going to leave you hanging. Here’s a couple to get you started. If you’re meeting with your table in person or over video chat, there’s a longer checklist to guide your conversation. 

If you’re handling a Session 0 over email, I recommend making a lot of decisions up front (like what tools will be used, which communication channels you prefer, and how characters will be built. Having a conversation about the merits of using the encumbrance rules can be a way to get to know your fellow players, but no one wants to read that email chain. So there’s also a shorter version of the questionnaire to use instead.

It’s best to pair these with some resources on the safety tools you’ll be using as well. We’ll be covering those in an upcoming article. But until then, you can check out the X-card, which is a really commonly used safety tool in a lot of TTRPG communities. We’ll also be creating a form-fillable PDF consent and trigger-warning form for you to use, but right now I often use this one for my personal games. 

Session 0 Is About Fun

At the end of the day, don’t get bogged down in trying to cover absolutely everything or find the perfect wording for things. Treat this as a chance to get to know your friends better — or get to know some strangers. Add some icebreaker questions in there too and talk up the themes of the campaign that have you excited already. 

Part of being a good GM is keeping the conversation going and letting players know they can always come talk to you if something is bothering them or they’re not having as much fun as they used to. Getting things started with Session 0 sets the tone for the level of communication you expect from them, and feel responsible for yourself. It doesn’t have to be formal, but it does need to be a real promise from you to look out for everyone at your table. 


FAQs About Session Zero

How long should session zero be?

That depends on the length of the campaign it’s going to serve. If you’ll only be playing for a few sessions, you’ll probably chat for an hour or so. But if you’re setting up a campaign that’s going to run for weeks, months, or even years, you can easily fill a standard 3-4 hour session. 

If you’re running a system that deals with more “adult” themes (like Monster Hearts or Call of Cthulhu), you’ll also need more time to dig into the specifics of everyone’s comfort level. 

Do you need a session zero for a one shot?

Usually: no. We’re all busy people, and much as we love TTRPGs, spending 3-4 hours deciding how you’ll spend another 3-4 hours isn’t a great use of everyone’s time. Your best bet is probably an email or group chat before you play. Many GMs use forms or surveys to take the place of a session zero for one-shots. 

If you’re running a one-shot at a convention or other public event and don’t know who your players will be before the game, you can also use an X-card or other safety tools to take the place of a session zero. In this case, you’d be informing the players of the approximate content rating and conduct boundaries for your game. 

However! If you’re running a one-shot for a live stream and none of the players know each other, having a session zero isn’t a bad idea. Especially if you run a short combat or impactful scene for them to try out their characters and get in the flow of roleplaying them. Expert GMs and producers (like those on Critical Role) use this all the time to add depth to their one-shots. 

Can you do a Session 0 after the start of a campaign?

Absolutely! It’s never too late to check in with your players; this whole hobby is about having conversations after all. If you’ve hit a rough patch or a big milestone, that can be a good time to reassess where everyone is and what they’re looking for in their game nights.


This article was written by Rayne B. Whitington, a board member of the Chicago Tabletop Gaming Association. If you’d like to join the conversation and get a quote of your GMing wisdom featured on a future topic about TTRPG running or design, use the button below to join our free Discord server. You can also check out our upcoming events.

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