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Table Top Basics: The Session 0

A Detailed Guide to Running a Session Zero

By Jeromy Schulz-ArnoldPublished 6 years ago 4 min read
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Making a character is the last step in a Session Zero

One of the growing trends in tabletop RPGs like Dungeons and Dragons is having a session zero. A session zero is a session where the Dungeon Master (DM) and players meet to plan a new campaign. Novice and veteran players find session zeros helpful in planning the schedule, selecting content, and establishing a group dynamic.

A session zero is the ideal time to discuss when and where the game will be held. If someone opens their home to the group, it is a nice gesture to stay afterwards and help tidy up. It is also polite to bring some snacks and drinks. The group will need to discuss how often they will play and for how long. If playing at someone's house, it is best to defer to them. If playing at a store, respect the hours of business and finish before the store begins closing.

If players want to play weekly, perhaps designate a player as an alternate DM who can run "one shots". A one shot is a non-serialized, self-contained adventure designed to fill one session (four hours) of play. Having an alternate will help prevent the primary DM from getting burned out.

Now is the time to discuss who will be playing. The group should decide who is going to DM. The DM should then open a discussion on group size. Should more players be invited or are there too many players? DMs should only run for a group they are comfortable managing, the DM must be adamant about this. Players may want to pull in some friends who want to play. Suggest inviting these friends to a one-shot session before introducing them to the core group. Many groups establish a social media group for their game. Players can use messaging to prepare for the next session and make scheduling changes with ease. Before planning the game itself, make sure everyone is able to consistently make the game schedule drafted.

Select a genre, then select the system.

Just a few RPG systems. Wizards of the Coast's Dungeons and Dragons 5th Edition, Paizo's Pathfinder, Chaosium's Basic Roleplaying, and Runehammer Games' Index Card Roleplaying Game.

Now to the nuts and bolts. Planning the actual game should be collaborative, so everyone can enjoy the game. It sounds counter-intuitive, but select a genre before selecting a system. A system like Dungeons and Dragons 5th Edition is not ideal for a dystopian, trash-punk science fiction game. Cyberpunk 2020or Shadowrunwould be a better option for that type of play. Once a genre is selected, choose the system accordingly.

Once the system is agreed upon, what resources are allowed at the table? To limit expense and confusion, some groups play a “core” game. A core game is a game where the only resources that will be used are from the core rulebooks. A core D&D table would only allow material from The Player's Handbook, The Dungeon Master's Guide, and The Monster Manual. The members of this group aren't interested in constantly buying books and trying to stay literate of new rules and mechanics. Most tables are open to new material with two stipulations: the DM must okay the resource and the player must provide the source for reference during play.

Occasionally players will ask if “play-testing” is allowed. Play-testing is when a player or DM would like to introduce new material (sometimes referred to as “homebrew”) they designed. This is done to balance and revise content before publication. It is recommended that play-test material is used only during one shots. In a similar vein, the group should discuss the use of third-party materials like DMs Guild content.

The next topics affect the actual gameplay itself. Will a Battle Grid be used to track character action or will the more narrative Theater of the Mind be used? Both have their own strengths and shortfalls. Are there any house rules to discuss or adopt? Many groups have house rules they carry over from game to game. The DM should establish any character restrictions. The most common character restriction one will encounter in D&D is “no evil characters”. The reason is because if played accurately, evil characters would have little interest in doing the things the non-evil characters want to do. Everyone should be on board with all the decisions made before moving on.

The group should assign roles for purposes of game management. The group should designate a player to keep track of the group inventory and divide treasure. They should also select a mapper to draw and retain maps and a recorder to keep a detailed account of the action. They should also choose an arbiter to help the DM with rules questions and interpretations. The arbiter should be an authority on the system chosen, like the DM. The arbiter is also a fine choice for the alternate DM.

Session zeros are a great place to make a character for the campaign. The DM must decide if the statistics will be rolled or if they will use a point buy system. Starting money and equipment is also typically dictated by the DM. The players may ask the DM about skills or languages that may be important. The DM should also take notes and add details the players develop during this process into the campaign, tailoring to player sentiment.

Players can roll statistics (if needed), compare notes and interweave backstories. This collaborative approach to character making helps balance a party. Players should also be encouraged to create a backup character or “understudy” in case their character is killed. The understudy levels up with the party and sometimes inherits a few essential items from the primary character. Explore the relationship between the primary character and the understudy, are they friends? Rivals? Lovers? How do they know the other characters?

Once characters are established, have a short recap. Remind the players what system and materials are to be used and review the schedule of games so far. Lastly, make sure everyone knows the date, time, and place of the first game session.

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About the Creator

Jeromy Schulz-Arnold

Jeromy Schulz-Arnold is a freelance writer. He has a day job but he spends an irresponsible amount of time daydreaming...

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