Running a session 0 can be the difference between having a long-running campaign with friends and a halting, awkward campaign that withers after a few uncomfortable weeks. This pre-campaign checkpoint can be a quick, breezy calibrating of expectations before your game starts, just like a video game might ask you to calibrate the brightness of your monitor before you start playing to ensure a smooth gameplay experience.
So, let's dive into what a session 0 is and how you can run one with your group!
- What Is Session 0?
- Session 0 Checklist
- Setting and Managing Expectations in Session 0
- Establishing Hard and Soft Limits
- Character Creation
- What To Do if the Social Contract Is Broken
What Is a Session 0?
Covered in chapter 4 of Tasha's Cauldron of Everything, session 0 is a time for everyone in a D&D group to express what they want out of the campaign. During this session, every group will cover something different based on how well they're acquainted. Some groups that are more familiar with each other might discuss what they want out of the game’s combat, storytelling, and characters. On the other hand, groups that are just starting out will often go more in-depth into the campaign's rules for social conduct.
Session 0 can take fifteen minutes or three hours, depending on how many topics you want to cover and how deeply you end up talking about them. We cover examples of topics in our session 0 checklist below.
Session 0 Checklist
When participating in a session 0, you're joining a social contract with your other players. D&D is a game, after all, and games are supposed to be fun. When you discuss boundaries and expectations for your D&D sessions, the other players put their trust in you, and you put your trust in them to uphold these guidelines so everyone can have fun.
The following topics are just suggestions of what to include in your session 0, but you’ll probably come up with more topics as you read this article, talk through your session 0, or even later as you’re playing your campaign.
General
- Experience: What’s everyone’s D&D experience level? Who’s never played, only watched, only played a few times, or has only played an older edition?
- Type of Campaign: Do you want the players’ actions to drive the story? Or do you want the characters to get caught up in a larger whirlwind plot?
- Level of Lore: Do you like worlds with deep lore and Tolkienesque histories? Or do you prefer fantasy worlds with a more fairytale-like simplicity?
- Schedule of Play: When and how often would you like to meet?
- Meeting: How will we meet? (Video call, Discord, in-person, etc.)
Gameplay
- Combat: Do you like tactical combat with maps, minis, and meticulous counting of movement and spell ranges? Or do you prefer more free-flowing, narrative-focused combat without such granular attention to detail?
- Genre: What genre of game do we want to play? And what level of emotional intensity (romance, horror, etc.) are you comfortable with? What movie rating would you like the campaign to be?
- Roleplay: What level of roleplay is everyone comfortable with? Is out-of-character discussion allowed? Can decisions be retconned?
- House Rules: What rules will be used that differ from the official rules?
Characters
- Character Creation: Will we be creating characters and writing their backstory together? What level do we start at? What ability score generation methods are allowed?
- Character Limitations: What species, classes, spells, feats, and backgrounds are allowed?
- Magic Items: How common are magic items, how can the party acquire them, and are there any that are disallowed? Also, is there any specific magic item your character wants at some point in the campaign?
- Progression: How and when will characters level up? What level is the campaign expected to reach?
- Alignment: What character alignments are welcome in the campaign? Under what circumstances could an alignment change?
Safety and Comfortability
- Hard and Soft Limits: Are there any topics you don’t want to come up at all in this game? Are there any topics you are uncomfortable with but can handle in small doses or as a background element?
- Safety Tools: What safety tools should we use?
- Table Restrictions: What's allowed or not allowed at the table? (Phones, alcohol, etc.)
- PvP: What happens in a player-versus-player scenario? Can players steal from one another? What happens if an argument breaks out between two player characters?
If a topic comes up that you don't have an answer to, "I don’t know" or "I don’t know yet, but I’ll let you know" are perfectly acceptable responses.
It’s also okay to have multiple session 0s. If there are ever big questions you need to talk to the whole group (or even just more than one person about), it’s worth saying, "Let’s have a quick session 0 before today’s game, please."
Setting and Managing Expectations in Session 0
The most important aspect of session 0 is to manage expectations. D&D is at its best when everyone agrees on certain things. Not everything, of course; some fun moments in D&D are the result of a bit of platonic disagreement between players.
But be careful when your players come to the table, and all blithely agree they want to play a campaign like The Adventure Zone. One player might mean they want all the jokey, brotherly fun of early The Adventure Zone episodes, while someone else means they’re excited to break hearts with a campaign full of the teary-eyed drama of later The Adventure Zone episodes.
If you don’t set clear expectations upfront and manage them throughout the game, someone is going to walk away disappointed.
Accommodating Different Expectations
If players want different things from the campaign, it doesn't mean you have to break up the group and find different people to play with.
One campaign can do many things. Just like an adventuring party works best when it’s made up of several different classes, your campaign might work best when it has a flexible tone, peppering stories full of darkness and drama with bits of levity and lightness.
As long as what one player wants doesn't encroach on another's hard or soft limits, your goal is simply to make sure moments of one tone don’t spoil moments of another.
House Rules
D&D is a game that's played differently at every table. Part of setting expectations during session 0 is mentioning house rules that players might not be familiar with. It’s important to make those changes clear to everyone upfront so that no one is blindsided when the DM says, "Actually, I have a house rule that says…"
Establishing Hard and Soft Limits
One major safeguard for your campaign’s success is establishing boundaries. Hard and soft limits are a type of safety tool, something that can let you roleplay freely and explore dark, emotionally rich topics without fear of accidentally hurting one of your friends.
Hard limits are lines that absolutely should not be crossed for any reason. Soft limits are topics that are explicitly uncomfortable for a player but should be okay, either as long as the environment feels safe and welcoming or as long as they’re explored lightly or in moderation. Some examples of common limits are:
- Sexual relations, be it between players or NPCs
- Violence towards children or animals
- Racism
- Slavery
- Gratuitous violence
- Drug use
- Phobia triggers, like spiders or deep water
People will have different limits, and it's important for each player and the DM to know which sensitive topics to be careful with and which to avoid completely. If you or your players aren't comfortable discussing limits openly, you could have an anonymous method of conveying them, like using Discord or index cards.
Drawing the Line
It’s important that your group have a set of safety tools you can use if someone, accidentally or otherwise, crosses these lines. Safety tools make it easier and less intrusive to tell the group, "This is starting to get uncomfortable for me," without the social awkwardness of bringing the whole game to a halt to say so. Hard and soft limits are a great start to using safety tools.
One common and popular safety tool is the X-Card, created by John Stavropolous. This is maybe the most useful RPG safety tool out there. It’s an easy way to "tap out" of a situation. You can use this instead of hard or soft limits, but you can also pair them together to make tapping out easier. If you’re interested in including other safety tools, check out the freely available Tabletop RPG Safety Toolkit, curated by Kienna Shaw and Lauren Bryant-Monk.
Character Creation
Character creation is the fun part of session 0. Collaboratively creating your characters and their backstories can provide tons of benefits for a fledgling campaign. You can use this time to make sure your party's composition is right for the type of campaign you'll be playing and establish if you have any connections with your other party members before you start the game.
This is also an excellent time to discuss your player character's place in the campaign setting with the DM. Different campaigns need to cover different topics in session 0, as evidenced by our guide to running a session 0 for Dragonlance: Shadow of the Dragon Queen. This will give you the time to ensure your idea for your character fits in the game world and you can even begin to discuss potential plotlines for their future.
Showing New Players the Ropes
Every new player’s needs are different. Some new players have never been exposed to fantasy in their lives. Some may have never played D&D before but love Critical Role, The Adventure Zone, Dimension 20, or any number of other actual play D&D shows.
If you’re starting a D&D group with even a single new player in it, it can be greatly beneficial to take the time to help them create their first character with the rest of the group during session 0. D&D is a group activity, and creating a character from scratch can be a great early bonding exercise.
If you’re the DM, you might take it upon yourself to make sure that the new players’ ideas aren’t being talked over by the veteran players. On the other hand, if you feel like a new player isn’t "getting it" or is treating the entire event too jokingly while the more experienced players are ready to get serious (or vice versa), then you can use this time to say so.
What To Do if the Social Contract Is Broken
Ultimately, session 0 is when you form your first impression about a gaming group. You can have a great session 0 that gets you hyped for a campaign and then have promise after promise be broken in the first session or two.
If you find your gaming group has broken your social contract, you’re faced with a decision. You could speak up and let the other players know that what they did broke the rules set in your session 0. Or you can make a quiet exit and look for a different group of people to play D&D with. The decision is yours, just don’t jeopardize your emotional well-being for a D&D group you're unhappy with, even if there are moments of genuine fun sprinkled throughout.
On the other hand, if you like a group of people but for one reason or another you don’t think that a long-term D&D campaign is the right fit, try suggesting another thing to do together. Maybe you have a weekly board game night instead. Or maybe you try a different game. Or you could even set up a D&D one-shot series with a new Dungeon Master every week, round-robin style.
Now, On to Session 1!
Session 0 is the perfect time to set expectations with your gaming group to ensure everyone has a good experience. What's better, it doesn't necessarily have to be held before your first session. If you missed a session 0 in your current campaign and find that there are things you'd like to discuss with your group, it's perfectly viable to hold a session 0 any time between sessions.
D&D is meant to be fun for everyone involved. Making sure everyone is comfortable and their expectations for the game are being met is the first step to ensure a long, successful adventure for everyone!
James Haeck (@jamesjhaeck) was formerly the lead writer for D&D Beyond. They have contributed to a number of D&D releases, including Waterdeep: Dragon Heist, Explorer's Guide to Wildemount, and Critical Role: Call of the Netherdeep. They are living their best druid life in Seattle, Wash., with a veritable jungle of houseplants.
Mike Bernier contributed to the reporting of this article.
This article was originally published on January 8, 2021, and was updated on March 11, 2024.
Great article!!!!!!!! Really helpful!!!!!
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Good job!
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thanks you for making this!!! really helpful!
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That was beautiful and it’s good to hear someone else sharing my opinions... I’ve been in bad groups, and they are dangerous for your mental health... I just want to thank you for mentioning this in the article - it’s a piece of advice that everyone could use at one time or another!
Thank you! This and the videos on the same topic have been really helpful!
Great article. This probably won't be helpful to me any time soon but eventually it might. As a unrelated side note could you do more lore articles I really miss those or maybe more how to run a certain monster articles I miss those a lot as well.
One of the best articles on the site. Thank you for this.
Thanks for the excellent article. My current group just had a mid-campaign session zero because everyone reached 6th level, and we wanted to discuss where we saw the PCs growing. I found out that the player of the group's cleric is wondering if he should change his domain from Life to Light based on how he sees his PC's recent decisions. Talking about this with the other players was important because some of the Light domain features will duplicate some "signature spells" other players have been taking on, unless we house-rule some adjustments to the domain features. It also gave me, as the DM, a chance to outline some options for where the players would like to adventure next. We had story threads that could lead to the Underdark, the Feywild, or back to the Big City, and each one would have a different feel and story-telling strategies. (I'm excited they chose the Feywild!)
I have been using safety tools more and more, especially since I run games at conventions and one-shots for new folks who want to learn the game. While I've not had a player (or myself) invoke a limit or an X-card yet, some players have told me afterward they were happy I introduced the idea at the beginning as it helped them feel more comfortable playing with folks they didn't already know.
Thanks again! I always look forward to your articles.
As Tasha says in the session zero section of Cauldron of Everything,
“Establish boundaries. If they don’t listen, there’s always cloudkill..."
I'm grateful I've never played in a game or campaign where safety tools were necessary. I also understand why people want to include them in their games, and I hope their use has made their experience better for it.
That said, there are limits to the sort of issues safety tools are able to negotiate at the table. If you have significant turmoil or distress related to a game, even after open conversations with the others at your table, you might consider stepping away from the game and getting into a better place mentally, emotionally, or spiritually.
Although this is all great, I never want to have to use any of it.
saftey rules? There great! I just don’t want to be in a scenario where I use them. Putting people on the same wavelength? Really good, if I have to use it, and I really hope I don’t.
so far all of my games have Ben fun ones! But I’m a relatively new player, I just hope I never find myself in the “legendary bad gaming group”.....I think it was something like that.
This is a fantastic article, & I'm very grateful & pleased to be seeing discussions of inclusivity, consent & boundaries being brought to the forefront of the TTRPG meta.
For example:
though I'm aware of the importance of boundaries in TTRPG (& in general, in any social situation), & I make an effort to think about how to include everyone, how to ensure that my fellow party members are having a good time/happy with what we're trying to collaborate on, the concept of establishing formal safety tools was brand new to me.
It was a very exciting concept, as, though it's always important to be considerate, and remain mindful & present, there is a degree of guesswork, mind-reading, & wondering if people feel safe to communicate when there's an issue, and whether others will understand how serious they're being in doing so.
It's nice to have some rails for these things, even if you think they're likely unneeded, because any way to reduce friction in communication is excellent.
I'd challenge others in these comments who have said they hope not to need to use these tools to think about it differently
I think the problem with this way of looking at it is that- you don't realize you need safety tools until it's already too late- Someone has been hurt, or triggered, or offended, or just isn't having fun.
The attitude of really hoping you're never going to run into these awkward or upsetting situations isn't necessarily helpful to fostering an environment that makes it easy for less outgoing or more shy people to speak up when things aren't working for them.
They might not have the confidence to speak up, or the skills to explain what they need, or feel safe in the knowledge that they'd be taken seriously.
It's paradoxical - How can you know you're on a different wavelength if you're not paying attention, or if noone knows how to say it?
You won't know it's a problem until it's too late- or you might never find out at all.
Ideally these mechanisms mean that things that might otherwise be problems get resolved before they get to that point.
The other problem is, is that when a game is fun for you, that doesn't necessarily mean everyone else is having as much fun as you. It might, but the only way to know is to do your best to accomodate open communication.
My suggestion is to embrace these tools (I read the X-Card's article, and it's simple, and easy to deploy) - They're not going to hurt you, you may never actually need them, but if they help people feel safer communicating their needs, then everyone has more fun.
Of course, if you're in a toxic/terrible group, chances are, safety rails are moot point, since their ultimate goal of respecting boundaries and accomodating other players' needs is likely not in alignment with the values of the party members, at which point it's probably not going to work out.
Great article! This has made me want to run more session zeros throughout my campaign. (PS when is the How to Play Monsters series coming back?)
I understand the perspective, though perhaps I can explain.
I've played with the same group if players since 2008, a time when no one was talking about safety tools (etc.) We've played so long that, in some cases, our children are joining our games. Suffice it to say we have a relationship, and a level of trust, that makes safety tools superfluous.
Safety tools have their place for new groups, convention games, and other times when you don't know the people you're playing with. They're facilitators in the absence of established relationships, trust, and the ability to communicate openly with the people around you. That's not a judgment on any game where people need them, just the observation that people with deep rapport generally don't have problems with communicating these issues.
Hi, James! I'm a huge fan.
I can speak from personal experience about the importance of a good Session Zero. My current campaign takes place in a homebrew world, and we are playing with four semi-new players and a first-time player. I did not have a Session Zero to establish anything, because I wanted it do be more casual because they were all somewhat new. Because of this, they introduced their characters the day of Session One. There wasn't a single bit of backstory from any of them, there was no roleplay, and all they do is murderhobo and threaten NPCs. I also didn't establish anything about the world, so I had to drop in information later on, or establish things in-game, so they don't actually know or pay attention to enough of the world to make many large-scale choices for themselves. Both the party and myself have done irreversible damage to the campaign, but they're having fun, and that's what's important.
Not to mention my first group, where I played my first real character (my profile is named after him). There was no RP, it was hack-and-slash, and there were no backstories, or even a setting! But many of the players from that group went into the group talked about above, so I've learned to scrap any ideas of an in-depth campaign.
I also have another group of veterans who I'll DM when their other campaign is over. I will take extra care to establish worldbuilding and have a good Session Zero with the people who know what they're doing, and to never make the same mistakes that I have made again. This will also give the characters more roleplay potential if they have backstories and are played by veterans who know more about roleplay, and it will let them have a more sandbox-y environment.
But back to the new group, I've learned that they are perfectly fine with where they are. I have learned through experience in the game that they like hack-and-slash, that they can be threatening, but won't do things that are too bad that will affect the plot, they go where the plot leads without the baggage of roleplay and backstories, and that they sometimes aren't big on random encounters, depending on the circumstances.
I also liked where you emphasized on the importance of establishing homebrew rules up-front. In one of the campaigns I played in with the veteran group, we didn't have a Session Zero. Because of this, the players would assume that they were using flanking rules without checking with the DM, as well as some homebrew rule that would make them take less damage from falling.
I’ve had a few session zero type conversations with my players, and they all say that they really want a fun, complex storyline that’s not just combat, and that they want to have unique roleplay interactions with the NPCs, but whenever we actually play they act very one-sided with their characters, almost never actually Roleplaying, and they never take their time to explore or talk to any NPCs. It’s really soul crushing when they completely disregard cities that I’ve spent hours making. They say that they want a deep complex story, but the really couldn’t care less about NPCs or plot. They only want to go from combat encounter A to combat encounter B, even letting people die to do it. Just last night, they were trying to help the inhabitants of a small hamlet escape the tyranny of a green dragon, so when the dragon showed up, the players completely disregarded the safety of the villagers to fight the dragon, even taunting it to come closer. When it came to the dragon’s turn, it completely ignored the characters and slaughtered the villagers, and the characters didn’t care at all.
I don’t expect my games to be as good as Critical Role, but I hate pointless hack-n-slash stuff with no purpose but to kill monsters.
Can anyone help me figure out what to do? It’s soul crushing and has made me feel really burnt out and unsatisfied at the end of each session. Anything is helpful.
P.S. Sorry for going on a tangent there.
There are so many ways that social contracts go wrong that I cannot agree that a social contract is 1000% better than none, nor even 20%; especially three of the four points brought out in the video. Some agreements are better than none, but this social contracting and specifically the wording that was used speaks to me of Animal Farm and 1984. If the party finds that they don't like a character who is stat stacking, the pc has an accident and dies, the player is told why the other pcs thought that he was not a good fit and he tries again or goes home. When a party member wants to try something that is physically impossible to actually do (without three consecutive 20s and divine intervention altering the rules of the universe); the party, or the DM, should call them out, or let them suffer the full consequences dealt by the dice for making the attempt. No pity. Generate a new character.
Greed and stupid are real, sometimes obnoxious, laconic or ridiculous fit the billet for the game, and sometimes you just want to try something new. But ten minutes of a pc monologuing about their inspirations and dreams while in the middle of an adventure is too long; the game has a timing that does not yield to this pining, the players and the DM should step on the dream and demand his action. These regressive lamentations can occur in the tavern where players have the opportunity to opt out.
Of course, I am over 60 and played the first box set developed by G. Gygax and friends. I have a definite feelings of animosity towards the words social (anything) and politically correct.
@Dragonlord_Ozish:
If we need to take this question offline, feel free to DM me.
One situation of your seems to be that your players may not be seeing any other opportunities but combat.
What if a dragon were protecting a village from a dracolich the party didn't even know about?
What if the typical gang-o-bandits were actually collecting feeder peasants for a vampire coven?
What if a vampire were feeding on a village of people he actually cared about while defending them from a lich harvesting their souls?
You're the DM. Your baddies are immortal if you choose them to be. Maybe your players need to learn a lesson that swords don't solve everything.
Get a monster that they fight, but lose. They will (in time, you might have to repeat this) start to fear this particular monster. Then you set up a “complex story” or a “role play encounter” with a person or monster that just killed the “scary” monster they will (hopefully) realize that this is a threat to great to fight, but that were the story/roleplay comes in!
im running OoTA and this trick works great with all the demon lord encounters, they are DEFINITELY not supposed to be fighting those at the level they see them, so I have the demon lord kill a few quaggoths then they run away! My players are deathly afraid of quaggoths.
Garl --
I understand and agree with your idea about consequences. Players who have their PCs attempt to do something that seems impossible should be ready to accept the consequences, even if it means they're going to need a new PC. I've been playing and DMing since 1980, and I've seen this happen many times. I also think that players who hog the spotlight need to take their action and let others have a turn as well.
For me, the idea of a session zero is not about political correctness, but about making sure everyone at the table is ready to get something out of the story. When I first started playing D&D, we had mostly hack-n-slash adventures, and everyone at the table was fine with the "murder hobo" personas and the story was all about "Kill the monster, get the treasure." As I've continued playing and at more tables with lots of different people, I've realized that this is not the style that everyone enjoys playing. I've also started seeing D&D games as opportunities for cooperative storytelling, which get lots more complex that "Kill the monster, get the treasure". The storytelling types of adventures depend on players and DM working together, and just like when you have to work with others on a team project in RL, it's helpful to understand the strengths and abilities of everyone involved, and what everyone hopes to get out of the experience. That's what Session Zero (at the beginning or in the middle of a campaign) is for. It's one of those check in times to make sure everyone is getting what they need and feeling like they are getting the chance to contribute.
I am not saying that every campaign needs a Session Zero. The group I have been playing with since 1985 have lots of trust in each other, and we rarely talk explicitly about these ideas, similar to the situation that hstein describes above. We did have one scenario, however, that the DM was very excited about, that took more sessions to play through than he expected. I was actually feeling bored with the adventure and felt like my character had very little to offer. I did bring this up at one point, and ended up taking over an NPC as well just to have more to do. After the adventure, we had a "post-mortem" and discovered I was not the only player feeling this way, and even the DM was feeling frustrated at times. Since we were not in the habit of talking about what we wanted and how things were going, we didn't think to have that conversation during the game, so it was not as much fun as we had been expecting.
There is nothing wrong with not having a Session Zero, but there is no harm in having one, either. I have found that taking some time at the outset to discuss what kind of campaign you want, and what kinds of things you would prefer not to have, can actually make the experience better for everyone. It also gives players who find out that the game will be going in directions they don't like the chance to opt out at the beginning, or to say what they don't like and give the DM and other players a chance to think if there is a way to adjust the direction or details so that the player can still be involved. Trying to be inclusive is not about imposing some Orwellian rule or making the game soft and cuddly; it is about finding out what everyone wants and expects and seeing if those can be included in the game.