Hey everyone,
Today's GM advice is all about the pre-game, specifically the one session that can make or break a campaign before it even starts: Session Zero. It is one of the most important tools a Game Master has, and it's a step I never skip before starting a new campaign. Itβs a session where everyone gets together to lay the groundwork for the adventure to come, and it can prevent a huge number of problems down the road.
A Session Zero is a collaborative meeting before the first official game session. Its purpose is to make sure everyone is on the same page and excited about the game they're about to play. It's not about rolling dice or fighting monsters; it's about setting expectations and building a solid foundation.
Running a good Session Zero accomplishes several key things at once:
This is where you, as the GM, pitch the campaign. Is this going to be a gritty, serious game of political intrigue, or a light-hearted, high-action dungeon crawl? This is the time to align everyone's expectations. If one player is expecting a silly beer-and-pretzels game and another is expecting a deep, character-driven drama, there's going to be friction. A Session Zero gets everyone aimed in the same direction.
Instead of everyone showing up to session one with a character they made in a vacuum, a Session Zero allows for collaborative character creation. Players can create characters that have pre-existing relationships and a reason to work together. This helps avoid the classic "five strangers meet in a tavern" problem and builds a more cohesive party from the very beginning.
Every table has different comfort levels. A Session Zero is the perfect time to discuss boundaries and implement safety tools (like Lines and Veils or the X-Card). This is where you can ask players if there are any themes or topics they'd prefer to avoid in the game. Establishing these boundaries upfront creates a safe and comfortable environment for everyone, ensuring that the game remains fun for the entire group.
Here are the key points I always try to cover in my Session Zeros:
Taking an hour or two (or twelve with some character creation systems π) for a Session Zero is an investment that pays off for the entire life of a campaign. It ensures everyone starts on the same page and is ready to have a great time.
As always,
Michael Garcia a.k.a. TheCrazyGM
Session zeroes are definitely worthwhile ! I'm in a long-running group where we rotate between various DM's and their worlds fairly rapidly, so we don't always do official session zeroes because quite often it's more like picking up the next module in an ongoing adventure after a short break. But we do for totally new adventures or parties (even if they're in the same world).
Something I sometimes do as well is a "session zero-point-five", where we take a break of one session in an adventure (or between modules) to get the chance to calmly review if the limits are working and to iron out any issues.
Sounds like a smart idea, there are times that could have solved some problem.
I'd call this setting the container, which in this context is coming to agreement on the 'rules of the game', and I can definitely see how it would be extremely important for collaborative game play. Thanks for sharing another great tip! π π π β¨ π€