Session Zero: TTRPG Tool


session zero

Session zero is a very helpful tool in the gamemaster’s toolkit.

It is a relatively new development in tabletop RPGs and it has gone kind of mainstream within the gaming community (if there is such a thing).

I wish I would have thought of it when I was a teenager.

If you are beginning an RPG campaign, it is wise to take the first session and simply call it a session zero. You use this session to lay a lot of the groundwork of your campaign and to get player buy-in.

A session zero is basically a time when the gamemaster and the players discuss their characters, the world, the game system and all kinds of meta setting material.

This allows everyone to be on the same page when the game begins.

In a session zero, there wouldn’t be any roleplaying per se, but there would be planning and getting ready to start the campaign.

Session zero can be put to great use by a no-prep GM. It helps build out details that are needed, but it doesn’t weigh down the GM.

Campaign Starting Point

A session zero is a great starting point to a campaign.

The gamemaster and players discuss the many details of the world and discuss the rules of the game system.

And generally just get a feel for how the group is going to play.

Create Player Characters

Session zeros are also the perfect time for character creation.

If you know you have threes hours well then that is plenty of time to create characters for everybody without the hassle of worrying about playing as well that same night.

It takes a lot of pressure off of you as the gamemaster.

Also, it allows everyone to be together while creating characters. Having the gamemaster and other players present during character creation is key to creating a cohesive team when the campaign starts.

You will be surprised by how many interesting situations are created just through this kind of collective process of creating characters together.

Plant Campaign World Seeds

As the gamemaster, you can use this time to learn what types of characters the players are creating. This allows you to create situations and plant them into the world or setting and a very organic way.

For example one of your players says their character comes from a faraway land (as usual).

This gives you a perfect opportunity to add that land into your campaign while your player does all of the heavy lifting creating customs and histories and things like that.

Also, little tidbits of the character’s background as they become known work their way into your story and you can use them in future sessions.

For example, a player says their character’s father was a low-level politician and he was assassinated when they were a child.

You can take that situation and use it to your advantage to bring up that character’s background in a later session.

This creates the impression of a fully fleshed-out world. And of course, introducing a situation that will elicit a more powerful reaction from the player.

Learn What Players Want in the Game

Session zero is also the time to learn what people want to see in the game.

Do they want to time travel? Do they want dinosaurs? Do they want a lot of combat? Do they want a lot of court Intrigue? Did they want to go treasure hunting?

Just by asking your players simple questions you can find out different concepts that they want to see during the game.

Once you know what they want to see you can work those ideas in and make sure that you’re giving them the experience that they find enjoyable.

Also as gamemaster, this helps to lighten the load of running the game.

If your players tell you they want to hunt for treasure, you already have a situation you can work with and you know they will be on board because they asked for it.

Gamemaster Ideas

Gamemasters get to have fun too and you do not have to bow to every player whim.

Session zero is when you let your players know what you want to see in the game.

Do you want dinosaurs? Do you want to time travel? This is the time to get buy-in on your concept for the campaign.

Set Boundaries

Another important aspect of session zero is setting boundaries for the type of behavior and situations that are allowed at the table.

If you are playing with strangers or people you have not known for a long time, it is important to make sure you see what kind of game they want to play.

Also, gauge what type of situations they do not want to see in the game and what kind of content they do not want to be exposed to.

Of course, the reverse is true, you are running the game so you do not have to run anything you are uncomfortable with.

For example, when starting to run your game you can simply say something like we’re going to keep this campaign PG-13.

Hopefully, all of your players will understand what type of situations language or what violence level is allowed in your sessions.

No further discussion should be needed.

Meta Campaign Details

Session zero is also the place to work out meta details like scheduling, hosting, food, help cleaning up, and other questions about the logistics of the game.

These are often overlooked necessities that cause conflict between friends. Lay everything out on the table, so there is no confusion.

No Prep GMing

Having a session zero slashes the amount of prep a gamemaster has to do. The players do the work while you take notes and interject as you wish.

What could be better than a gathering of friends talking about RPGs?

Coming Up

More no prep GMing tips are coming, so please keep an eye out. Never miss a post and get free dungeon maps.


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