Session zero - what to agree on before you play
The most useful session of many campaigns is the one where hardly anyone rolls a die. It happens before chapter one, it looks suspiciously like a conversation with snacks, and groups that skip it often pay for that later without ever knowing why. The hobby calls it a session zero, and if you are about to start your first campaign, it is the best gift you can give your table.
Here is what it is, and what belongs in it.
What a session zero is
A session zero is a get-together before the story starts, where the group agrees on the game you are actually going to play. Not the rulebook, the game: how it should feel, how often you meet, what is fun for everyone and what is not. Most campaigns do not end because of bad dice. They end because five people quietly imagined five different campaigns and only found out in week six. A session zero puts those five imaginations on the table while everything is still easy to change.
It is not homework, and it is not a contract signing. Done well, it feels like the first session in disguise: you talk about the world, you dream up characters, you laugh at ideas that will never survive contact with the dice. The story just has not started yet.
Talk about the game you think you are playing
Start with tone, because it is where groups drift apart without noticing. Is this campaign grim or light? Do characters die when the dice say so, or does the story protect them? Is it fine to crack jokes mid-battle, or does the table want to stay in the moment? There is no right answer to any of these. There is only the mismatch between the player who came for tension and the player who came to make everyone laugh, and that mismatch is far easier to talk about now than at the table in the middle of a scene.
Ask one more question while you are at it: what does everyone want more of? One player lives for combat, another for talking their way out of it, a third mostly wants to explore the map. A game master who hears that in session zero can build evenings where everyone gets their bite.
Agree on the practical things
Unromantic, and it saves more campaigns than any plot twist: when do you play, how often, how long, and what happens when someone cannot make it? Does the session go ahead with an absent hero quietly fading into the background, or do you wait? Who hosts, who brings what, when do you stop for the night? Groups rarely break up over dragons. They break up over calendars. Ten minutes of honesty about real life buys you months of actual play.
Draw the lines together
Every table has things it would rather leave out of the story, and a session zero is where you say them out loud. The hobby has developed simple tools for this, usually gathered under the name safety tools: agreeing beforehand which subjects stay out of the game entirely and which can happen offscreen, and having an easy, no-questions-asked way to skip a scene that lands wrong. You will find the common terms explained in the glossary, but the tools matter less than the habit: the table agrees that anyone can say stop, and that saying it costs nothing.
If that sounds heavy for a game about elves, consider the alternative: finding out mid-scene that a storyline is genuinely painful for someone who never got the chance to say so. One conversation beforehand, and the whole campaign gets to be carefree.
Let the characters meet before the story does
The last gift of a session zero is the group itself. Build characters in the same room, even if the rules would let you do it alone at home. If the blank sheet feels daunting, how to make your first character keeps it simple. Give every pair of characters one thread: a shared past, a debt, an old joke. And ask each player the one question that keeps parties together long after the first quest is done: what does your character get from these people that they cannot get anywhere else? That question carries a whole essay of its own in A party is a promise, but the short version fits in a session zero: characters may doubt and clash, and the players promise to find reasons to stay.
And then?
Then you roll. Session one lands on a table that already knows its tone, its calendar, its boundaries, and why these characters belong together, which means everyone can spend their attention on the only thing that matters: the story.
New to all of this? Start with how to choose your first tabletop RPG, check what you actually need to start playing, find your people with how to find people to play with, and read what to expect from your first session. And once you know your game, its starter guide will walk you gently to the table.