DM Guides

Session Zero: The Complete Checklist for a Table That Lasts

Align expectations before anyone rolls a d20

Dave July 8, 2025 3 min read

Most campaigns that fail do not die in session twelve — they die in session zero, silently, because nobody agreed on what kind of game this was. Session zero is the contract: not a lore dump, but a structured conversation about expectations, boundaries, and logistics. Run it even for one-shots if you have new players at the table.

Logistics first

Confirm schedule, session length, and cancellation policy before creative talk. A group that meets biweekly for three hours needs different pacing than weekly four-hour marathons. Decide how you handle absences: does the missing player's character fade to background, get played by someone else, or sit out the combat? Write it down.

  1. How often do we meet, and for how long?
  2. What is our hard stop time on work nights?
  3. How do we cancel or reschedule — group chat, minimum notice?
  4. Is food at the table welcome or distracting?
  5. Online, in-person, or hybrid — and which VTT or tools?

Safety and content boundaries

Use lines and veils or a similar tool. Lines are hard no-go content; veils are topics that happen off-screen. Common lines include sexual violence, harm to children, and real-world bigotry played for laughs. Veils might include torture details or on-screen romance — fade to black instead.

Introduce an X-card or script change tool so anyone can pause without explaining. The goal is not censorship — it is trust. Players who trust the table take bigger creative risks.

Tone and genre

Ask everyone to name two movies or books that match the vibe they want. If one player says Princess Bride and another says Alien, you have work to do before character creation. Grim horror and heroic power fantasy can coexist only with explicit buy-in.

Rules and house variants

Clarify which edition and sourcebooks apply. SRD-only? Optional feats? Flanking? Death saves or lingering injuries? Motivated players will read rules; overwhelmed players need you to say "I will teach as we go." Both are valid if stated upfront.

Character connections

Require at least one tie between each PC and another PC or NPC. Lonely loners stall plot. Prompts: shared debt, former mentor-student, rival who respects them, sibling, co-worker from a past job. Five minutes of paired conversation beats an hour of solo backstory monologues.

Session zero is not one meeting for a year-long campaign. Revisit boundaries after major story shifts — horror arc after comedy intro, for example.

Closing the zero

Summarize agreements in a shared doc or campaign brief field if you use dungeonmaster.website — tone slider, house rules, and lines belong where everyone can see them. Schedule session one with a concrete opening hook, not "you meet in a tavern" unless you plan to subvert it immediately.

When session one starts, players should know what kind of story they are in, what to do if uncomfortable, and why their characters care about each other. That is session zero done right.

Dave