Session Zero Checklist: What to Cover Before You Begin a Campaign

Use this checklist as a guide for your session zero, a helpful mechanism for addressing the core pillars of your campaign before you begin.

A DnD game mat with a map, character sheets, and dice.

As a Dungeon Master, your goal is to create a fun and engaging experience for your players. To do that, you need to ensure that everyone is on the same page before the campaign starts. That's where a session zero comes in.

What is a session zero?

A session zero is a pre-game meeting where the DM and players discuss the campaign, the setting, the characters, and more. It's an opportunity to set expectations, discuss character creation, and establish boundaries. This helps make sure everyone is on the same page, excited for what’s to come, and above all else, comfortable as a group. 

But with so much to cover, it can be difficult to know where to begin. Additionally, sessions zero can get bogged down in minutia or details you’d otherwise save for the campaign. The last thing you want to do with your campaign kickoff is to spoil some of its finer details or let your players reveal their deep, dark backstory before a die has even been cast. This post serves as a session zero checklist so dungeon masters and players alike know what to discuss at the table before your great quest begins. 

1. Discuss the setting of your campaign

Ensuring that you address all the important aspects of your world with players will help build out their backstories or even their entire character creation. Does magic exist in this world? Potentially only certain kinds of magic? Are dwarves native to where your campaign kicks off? Has humanity ever met an elf?

These are important elements of a campaign universe that don’t need to be restrictions on your players, but will ultimately inform how the world and its residents respond to them. Moreover, there could be restrictions. If a certain school of magic doesn’t exist in your world, it stands to reason your wizard character should know not to prepare those spells. 

Share the world they live in

It’s very likely that your characters existed in this world prior to the start of the campaign, so cover details like: 

  • Geography and climate of the world, including any unique features like mountain ranges, deserts, or forests where the players could hail from
  • Political structure of the world including kingdoms or factions that players may align or be at odds with
  • Major historical events that the players would be aware of that may play a role in your campaign or influence its progression, particularly near the start 
  • Religious beliefs and practices of the world, including any deities or powerful entities that players may encounter or worship 
  • Cultural or societal norms that players should be aware of, such as taboos, etiquette, or laws

These details do not need to be shared in extravagant detail, but it can be a strong mechanism for making your world feel lived in early and often in the campaign and lay the groundwork for details that would otherwise be common knowledge. 

2. Establish the concept of your campaign

During your session zero, it's essential to establish the concept of your campaign. This is where you lay out the foundation of your world and provide players with a clear understanding of what they can expect. As the Dungeon Master, start by asking yourself, "What is the campaign about?”

Is it an epic quest to save the world from an ancient evil? Is it a gritty, urban campaign set in a dystopian future?Whether it’s an established module or something you’ve created, building out and sharing the theme of your campaign will continue to inform character creation and more importantly, your character’s motivations. Once you have a clear idea of what your campaign is about, you can start to flesh out its core pillars. To define its pillars with your players, consider the following:

  1. Discuss the themes: Take some time to talk about the themes that you want to explore in your campaign. This could include ideas like power and control, redemption, or the consequences of choice. Encourage your players to think about how their characters fit into the larger story that you're telling.
  2. Include any references to real-world material: Many campaigns, homebrew or otherwise often contain homages, references, or draw direct inspiration from existing media or history. Our current campaign draws a lot of inspiration from Appalachian folklore. Sharing this with our players helped them shape their backstories to include similar thematic elements.
  3. Define player motivations: As the DM, you’ve done a lot of talking up to this point. Make sure your players are actively engaging in questions and incorporate their thoughts and ideas wherever possible. In your session zero, define if the characters know one another, why they’re gathering, and any things other characters or NPCs might know about them to create a more coherent storyline for everyone involved. 

How to avoid oversharing

At this point, it can become difficult to wonder how much is too much information. It's important to strike a balance when it comes to sharing information about your campaign during session zero. On one hand, you want your players to have a solid understanding of the world and story that you're creating. On the other hand, you don't want to overshare or give away too much information.

A good rule of thumb to follow is to consistently ask “would an average person in my world know this?” Generally speaking, this is where most adventurers begin their long journeys. Ultimately though, use discretion wherever possible. Communicate your world and themes from a 10,000 foot view so your players are well informed, but not drowning in details or spoilers. Remember, you can always reveal more as your campaign progresses. 

3. Review any homebrew, house rules, and how you’ll run the game 

As the Dungeon Master, you have a lot of control over how the game is played. It's important to communicate your expectations for how the game will run and what tools you'll be using.

Some common tools that you might use include virtual tabletops like Roll20 or Fantasy Grounds, video conferencing software like Zoom or Discord, and dice rolling apps or physical dice.

Additionally, it's important to discuss any homebrew or house rules that you'll be using in the game. This includes things like how combat will be handled, how magic works, experience points and leveling up, and any changes to the standard ruleset. Be sure to explain any modifications to your players so they understand how the game will work.

Finally, you should also discuss your expectations for both combat and roleplaying. Some DMs prefer to run combat-heavy games, while others focus more on story and roleplaying. Be sure to discuss your preferences with your players and ask them for their input as well – this is their world just as much as it is your’s. Understanding the preferences of those involved will create a greater experience for everyone at the table. 

4. Address the lines and veils of your campaign 

One important aspect of a session zero is discussing the lines and veils of your campaign. Lines and veils are a safety tool to ensure everyone is comfortable with the game's content.

Lines are topics that will never be addressed or included in the campaign. This might include things like sexual assault or graphic violence. It's important to establish these boundaries early on so that everyone knows what is off-limits.

Veils, on the other hand, are topics that can be alluded to but will not be addressed in detail. This might include things like torture or drug use. By discussing veils ahead of time, players can still explore mature themes without feeling uncomfortable or doing so in a manner that respects the boundaries of everyone in the party.

Why you should prioritize boundaries

It's important to establish lines and veils in a respectful and non-judgmental manner. Make sure everyone has a chance to voice their concerns and ask questions. One approach we’ve implemented in our own campaign is a stop phrase for when things are going too far or pushing against these boundaries. It’s an organic phrase that would make sense for any player to communicate, and gives a signal to all involved to pivot in  a new direction. 

No matter how your party chooses to handle these definitions, it’s essential to dedicate time to discussing them in your session zero. Doing so will help to create a safe and inclusive environment for everyone at the table. 

5. Hear from your players 

One of the most important aspects of session zero is hearing from your players. As a player, this is your opportunity to ask questions, share your thoughts on how the game will be run, and provide input on the direction of the campaign. As a party, though, it’s also your opportunity to discuss how you want to interact, know each other, and generally approach scenarios. 

There’s a different dynamic to a group that’s known each other for years versus one that’s just settling in with one another, and that’s true in and out of game. Leverage time in your session zero to make sure they’re comfortable with one another and on the same page as you start the game. Here are some questions and topics that you might want to address during this portion of the session:

  1. Party composition: One of the most important aspects of playing an RPG is creating your character. Use session zero to talk with your dungeon master and other players about your character concept, sure, but it’s also valuable to discuss with your fellow party members what everyone’s role is. Some may call it metagaming, but if you’re five clerics deep, it’s probably a good opportunity to discuss some diversification. 
  2. Intra-party dynamics: Talk with your fellow players about your expectations for how the group will work together. Will you be a tightly-knit group that always sticks together, or will there be conflicts and disagreements among the characters? How will you handle disagreements between players out of character? 
  3. Communication: Finally, discuss how you'll communicate with one another both in and out of character. Will you be using a specific messaging app or platform to chat between sessions? How will you handle in-game communication, like secret notes or whispers between characters?

By addressing these topics and questions during session zero, you can help ensure that everyone is on the same page and ready to dive into the campaign. Remember, the key to a successful RPG experience is open communication and a willingness to work together to tell a compelling story.

Get ready to roll

A session zero checklist is an important tool for preparing for a successful Dungeons and Dragons campaign. By discussing the setting, tone, character creation, house rules, lines and veils, and more, you can ensure that everyone is on the same page and ready for adventure. 

Remember to approach session zero with a friendly and open attitude. This is your chance to collaborate with your players and create a world that you'll all enjoy exploring together. And finally, if there’s one thing you walk away knowing from session zero, it’s when is session one? 

Keep the good vibes going

Roll to subscribe

Stay up to date with the latest from the Nat20Hot team including blogs, clips, and stream news.

Thank you!
Your submission has been received!
Oops!
Something went wrong! Try again later