Anyone who has played or is looking to play Dungeons and Dragons has probably heard of Session Zero and its importance. While regular sessions in a campaign have players go through the campaign as their characters, Session Zero takes place almost entirely outside the game, allowing players to discuss the campaign with their DM and each other. For large parts of the tabletop community, it is vital to ensure that a campaign succeeds, and while it isn't the only reason things go well, it does mean that players know what kind of campaign they will play.
Having Session Zero isn't exclusive to Dungeons and Dragons and should be used before any kind of tabletop campaign, from Call of Cthulu to Pathfinder, especially if the group isn't too familiar with one another. It gives the group a chance to get to know each other, discuss character ideas, and provide an opportunity to hang out. While Session Zeros can often be casual affairs, there are certain things they should include so that it helps prepare both a DM and their players for the campaign ahead.
Session Zeros Set Expectations For A D&D Campaign
It Helps Make Sure Characters And Players Fit A Campaign
The most important thing Session Zero does is set expectations for a D&D campaign so players know what they are getting into. For instance, if a DM wants to run a serious & exciting D&D campaign that is roleplay-heavy and will revolve around the party rather than being plot-heavy, a player might not want to play the goofy goblin bard they had in mind for fear that the character wouldn't fit. By setting expectations, it allows players to make characters that fit into the world and campaign. More importantly, they will fit the overall tone.

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Setting expectations can also serve as a last checkpoint for players, whether the campaign is for them. Someone who wants to fight a couple of times per session might not think that a roleplay-heavy campaign is for them and decide to leave a group before the campaign begins. If a campaign strongly focuses on combat and includes several encounters in a session, players may choose a class familiar to them and one they know they like mechanically since they will use many of those mechanics almost constantly.
Everything That A D&D Session Zero Should Cover
From Setting The Theme To Table Etiquette
A D&D Session Zero needs to be a brief of the campaign, outlining its overall themes, tone, and where the focus will lie. D&D campaigns can vary wildly, from the goofy adventures to the gritty, dark stories that will change a character, and not always for the better, so it is essential to ensure players know what to expect. Providing an introduction to the campaign will help, allowing players to understand what they will be doing without giving away too many spoilers. Players need to know what kind of campaign to expect so they can prepare accordingly.
Discussing the setting to help characters fit into the world is important, particularly with Homebrew campaigns in D&D. Not everyone will be familiar with a world that a DM will use and can have questions relating to lore to help integrate their characters and shape their backstory. This is an excellent opportunity for a DM to display what kind of world they have built and how it will be presented. It could be snowy and violent or sandy and filled with intricate politics, but all this information is important for a player when building their character's backstory.
Players should have character ideas before Session Zero, but it is good to keep their backstory malleable if new information is provided during the session.
One of the more vital topics to discuss is table etiquette, especially if the group has never played together before. Getting annoyed at someone for using their phone during a session is understandable, but players should be told not to use their phone during sessions beforehand. DMs may ask players to take notes, the campaign could be family-friendly and mean no swearing, some DMs might be okay with snacking while others aren't, and there might be a system to prevent people from talking over each other. It is important to outline how everyone should behave at the table.

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From a player's point of view, it is vital to bring a list of things they aren't comfortable with. A fantasy world can explore many themes, but not everyone will want to explore said themes. For instance, religion is often something commonly explored in a fantasy world, but if players aren't comfortable with a deep dive into religion, they should let their DM know. D&D is ultimately about fun. If exploring a certain theme gets in the way of fun, DMs need to know. A good DM should never try to make players uncomfortable, only their character.
Campaigns can take a long time, and things can change. Players should continue to talk to their DMs about what themes they are uncomfortable with in case they change, even after a campaign begins.
Finally, players should briefly introduce their characters without spoiling too much of their backstory. While it is important that a character fits into the campaign, it is also important that they fit into the party, and discussing characters before the real sessions start can help this process. Perhaps two players find that their characters are similar and discuss how they will differentiate from one another. Maybe their similarity is what makes them closely tied in the campaign, perhaps deciding to their backstories together.
A Session Zero Doesn't Have To Be Complicated
It Can Be As Casual As The Group Wants
Session Zeros don't have to be presentations and can just be a chat over coffee. It depends on whether the group is friends or is meeting for the first time, but it could be an opportunity to bond before a campaign starts. Talking on Discord, setting up a meeting to play board games and discuss the campaign, or even painting the minis while chatting are all valid Session Zero activities. As long as all the points are covered and discussed adequately and everyone isn't too distracted, it doesn't matter what a group is doing for Session Zero.

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All that matters for Session Zero is that the groundwork is in place to allow a campaign to thrive. Players know what to expect and feel prepared, and DMs know what to exclude to help provide a comfortable environment for the group. Session Zero for Dungeons and Dragons is all about creating an understanding between DMs and players and ensuring that there is an open line of communication between the two. Communication is key to any team, and Session Zero ensures that this communication can start to avoid as much confusion as possible.

- Franchise
- Dungeons & Dragons
- Original Release Date
- 1974
- Publisher
- TSR Inc., Wizards of the Coast
- Designer
- E. Gary Gygax, Dave Arneson
- Player Count
- 2-7 Players
Dungeons and Dragons is a popular tabletop game originally invented in 1974 by Ernest Gary Gygax and David Arneson. The fantasy role-playing game brings together players for a campaign with various components, including abilities, races, character classes, monsters, and treasures. The game has drastically expanded since the '70s, with numerous updated box sets and expansions.
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