Session Zero Kit
A session zero is the meeting before the adventure starts. It prevents most table arguments before they happen.
1. The pitch (5 minutes)
Tell players the setting in two sentences, the tone (silly, heroic, spooky), and the starting level.
2. Expectations checklist
- How often do we play, and for how long?
- What happens if someone can't make it?
- Phones at the table: allowed or not?
- How much combat vs. talking vs. exploring does everyone want?
- Is player-vs-player conflict allowed? (Recommended: no.)
- Snacks and hosting rotation.
3. Comfort and safety
Make a short "lines and veils" list: lines are topics that never appear; veils happen off-screen. Agree that anyone can say "let's skip this" at any time, no questions asked.
4. Build the party together
- Give every character a reason to know at least one other character.
- Check the party has a mix of fighting, healing, sneaking and talking skills.
- Write each character's name, class, Max HP, AC and Passive Perception on one party sheet (or in the DM Table party tab).
5. House rules to decide now
- Rolling stats or using the standard array.
- Does drinking a potion take an action or a bonus action?
- Are critical hits doubled dice or max + roll?
- Do you track ammunition and food?
6. First adventure hook
End with a hook so everyone is excited. Try our plot hook generator or one of the free one-shots.
FAQ
What is a session zero?
A planning meeting before the campaign where the group agrees on tone, rules, schedules and makes characters together.
How long should session zero take?
Usually one to three hours. Short is fine for a one-shot; longer for a campaign.
Coming soon: the printable DM Toolkit
A print-and-play kit that replaces the loose sheets: DM screen, initiative and encounter trackers, session planner, NPC and loot tables, condition cards, fillable party sheets, plus a Google Sheets version with live trackers. See what's inside.