Session Zero Checklist for TTRPG Campaigns
Session zero is where a campaign becomes a shared agreement instead of one person’s private plan. It does not need to be formal or stiff. It needs to answer what kind of game this is, what players want, and how the table will handle tone, boundaries, and expectations.
Introduction
A session zero is the conversation that turns five people with different expectations into one table playing the same game.
It is the cheapest insurance in the hobby. An hour of honest talk before the campaign starts prevents the slow, quiet failures that kill most campaigns: the player who wanted gritty horror sitting next to the one who wanted a comedy heist, the character built for a game that was never on the table, the boundary nobody knew existed until someone crossed it mid-scene.
This is a practical session zero checklist covering the campaign promise, player expectations, character hooks, safety tools, and the logistics that decide whether a campaign survives past session three. You do not need to make it formal. You do need to make it happen.
Table of Contents
- What a session zero is for
- Set the campaign promise
- Bring a one-page campaign brief
- Align expectations out loud
- Safety tools: lines, veils, and the X-Card
- Make safety agreements usable in play
- Build characters that belong together
- Tie each character to the world
- Resolve character conflicts before play
- Handle the logistics
- A copy-and-run session zero agenda
- Write down the table agreement
- Revisit session zero during the campaign
- Session zero for one-shots and short games
- Common session zero mistakes
- Session zero FAQs
- Final thoughts on the session zero checklist
What a Session Zero Is For
Session zero exists to replace assumptions with agreements.
Every player arrives with a private picture of the campaign: its tone, its violence, its pace, the balance of roleplay and combat, and whether the story is heroic or bleak. When those pictures don't match, the friction shows up as "creative differences" that are really just unspoken expectations colliding. A session zero drags those pictures into the open before anyone is emotionally invested in a character who does not fit.
It is not a rules lecture and it is not the GM dictating terms. It is a group building the table's shared agreement about what kind of game this is going to be.
Set the Campaign Promise
Before scheduling and safety and stats, name what the campaign is.
The campaign promise is a one-sentence statement of tone and activity. It is the thing you are promising the players they will get to do. It is not a plot summary. It is a compass.
This is a campaign about political survival in a city where the dead can still testify in court.
This is a campaign about mapping a frontier that resents being mapped.
This is a campaign about a doomed crusade that everyone knows is doomed except the people fighting it.
When the promise is clear, players can build characters who belong in the same story, and you can tell whether a proposed character or subplot fits. If someone wants to play a jokey murderhobo in your gothic tragedy, the promise makes that a conversation now instead of a problem in session five.
Bring a One-Page Campaign Brief
Players make better choices when the pitch includes concrete boundaries. Prepare one page, not a setting encyclopedia, with the information needed to create a fitting character.
Include:
- The campaign promise: one sentence about what the characters will do.
- The starting situation: where play begins and what immediate pressure exists.
- The expected tone: two or three words, plus an example of what that means at the table.
- Character fit: which kinds of motivations naturally join the premise.
- Important constraints: allowed sources, starting level, unusual rules, or setting restrictions.
- A few known facts: only the lore every character would understand.
- Questions for players: two or three blanks they can help fill.
For a frontier campaign, the brief might say that the group will establish safe routes through a haunted mountain pass. Characters need a reason to protect travelers, seek something beyond the pass, or challenge whoever profits from the danger. The tone is hopeful survival, so scarcity matters but cruelty is not the point. Each player names one rumor about the pass and one person waiting on the other side.
That gives players room to invent while keeping everyone pointed toward the same game. A twenty-page history of the mountain kingdoms may be enjoyable to write, but it rarely answers the first character-building question: "Why am I going on this adventure with these people?"
Send the brief before session zero if possible. Players can arrive with rough ideas, but ask them not to finish a character until they hear the group. That preserves the benefits of collaborative creation.
Align Expectations Out Loud
A lack of shared expectations has ended more campaigns than any villain. Ask the questions directly and let everyone answer.
- Tone: heroic, gritty, comedic, horror, or a specific mix?
- Balance: how much combat, roleplay, exploration, and problem-solving does the group want?
- Lethality: can characters die? Do we run "save-or-die" straight, or fudge for story?
- Player agency vs. story: sandbox, guided plot, or somewhere between?
- Metagame stuff: homebrew rules, optional systems, how strict the rules calls are.
- Commitment: how many sessions are we aiming for, and how do we handle absences?
You will rarely get unanimous answers, and that is the point. Session zero is where you find the middle or discover a mismatch that is easier to solve before session one than after.
Safety Tools: Lines, Veils, and the X-Card
Safety tools are not about censoring the game. They let a group agree on the edges of its content so everyone can relax inside them.
- Lines and veils (Ron Edwards). A line is content that will not appear in the game at all. A veil is content that can exist in the story but happens "off camera," acknowledged but never described. Set these together in session zero and revisit them as the campaign evolves.
- The X-Card (John Stavropoulos). A simple card any player can tap to edit out something in the moment, no explanation required. It fixes problems as they arise, which matters because nobody predicts every trigger in advance.
- Script Change (Beau Sheldon). This tool borrows film-editing language such as pause, rewind, fast-forward, and frame-by-frame to adjust a scene's intensity or pacing while you play.
- Check-ins and aftercare. A quiet thumbs-up/thumbs-down mid-scene, and a short debrief after heavy sessions, give the table room to process emotional bleed.
If you want a structured starting point, Monte Cook Games' Consent in Gaming offers a free checklist you can hand out before the campaign. Whatever you use, the message to the table is the same: this is a game we are playing together, and anyone can help steer it somewhere better.
Make Safety Agreements Usable in Play
Naming a tool is not enough. Everyone should know what happens when it is used.
You can explain the process in plain language: "If anyone taps the card or says pause, we stop. You do not need to explain why. We can remove the detail, skip ahead, or take a break, then continue when everyone is ready." That takes less than a minute and removes uncertainty about whether using the tool will trigger a debate.
Collecting boundaries privately can be helpful, especially with a new group. Some players will not want to announce a sensitive line in front of strangers. Give them a way to message you before or after the discussion, then share the boundary with the group without naming who requested it.
Keep descriptions broad enough to be useful. "No harm to children" is clearer than a vague request to avoid anything upsetting. At the same time, nobody owes the table a personal story to justify a boundary.
Discuss how the campaign will handle common intensity controls:
- How graphic should violence become?
- Can romance involve player characters, and how will consent be checked?
- Are intra-party theft, coercion, or secret betrayal allowed?
- Should horror rely on suspense, gore, helplessness, or none of those?
- What subjects can exist in the world but remain off camera?
These are not universal prohibitions. They are points where tables often make different assumptions. Agreement lets you prepare confidently instead of guessing.
Build Characters That Belong Together
Session zero is the best time to build characters as a group instead of in five separate vacuums.
Making characters together heads off the classic problems: the lone wolf who has no reason to stay with the party, four characters who overlap on the same role, the "chaotic" character whose whole concept is disrupting the others' fun. When players hear each other's concepts, they naturally build in reasons to travel together and gaps for each other to fill.
Encourage at least one pre-existing connection between characters, such as old comrades, siblings, a shared debt, or a mentor in common. A party that starts as strangers in a tavern spends its first arc inventing reasons to cooperate. A party that starts with history is already a group.
Tie Each Character to the World
Ask every player for a few small hooks that connect their character to the setting. These are gold for a GM.
- One personal goal they want soon, not a lifelong destiny but something for the next few sessions.
- One fear or weakness that could tempt them into trouble.
- One person, place, or faction in the world they already care about.
- One rumor or reason that brought them to the starting location.
Keep it light. These do not need essays, and you should not tie every backstory to the main plot because that gets forced fast. You just need one point of contact per character so the campaign can reach out and touch them. When the party protects an NPC or distrusts a faction, you will lean on exactly these hooks to make the world feel personal.
Resolve Character Conflicts Before Play
Interesting characters can disagree. The problem is not conflict itself, but concepts that make cooperation impossible or turn one player's fun into another player's obstacle.
Ask every player two questions:
- Why does your character stay with this group when things become difficult?
- What kind of conflict with another player character would be fun for you?
The first creates a durable reason for the party. The second separates enjoyable dramatic friction from unwanted disruption. A paladin and a thief can argue about methods while both protect the same village. They are harder to sustain if one character is sworn to execute thieves on sight.
Handle secretive characters with the same care. A hidden identity, divided loyalty, or private goal can add tension, but the player should understand that secrets are material for eventual play, not permission to sabotage the group indefinitely. Ask what reveal would be satisfying and what kinds of consequences the player accepts.
If two concepts clash, revise the edges rather than discarding the whole idea. The necromancer may study spirits with their consent instead of raising unwilling corpses. The lawkeeper may be investigating corruption within the order rather than enforcing every decree. Small changes often preserve the appealing concept while making a functional party.
Also discuss player-versus-player actions directly. Many tables require consent before stealing from, attacking, charming, or deceiving another player character. Decide the rule now. "My character would do it" should never bypass the agreement between the people playing.
Handle the Logistics
The unglamorous part of session zero is often what actually saves the campaign.
- Scheduling. How often, what day, how long, and, critically, how you handle it when someone can't make it. Do you run absent characters as NPCs, write them out, or pause?
- Table rules. Phones, side conversations, spoilers, note-taking, who tracks initiative.
- Where and how. In person or online; which virtual tabletop, dice roller, and voice tool.
- The exit ramp. Agree that it is fine to leave a campaign that isn't working, and how someone would say so gracefully.
Deciding these while everyone is fresh and friendly is far easier than negotiating them mid-campaign when tempers are already involved.
A Copy-and-Run Session Zero Agenda
If you want a simple order of operations, run it like this:
- The pitch (5–10 min): the GM states the campaign promise and the setting in a few sentences.
- Expectations (15 min): tone, balance, lethality, and agency. Go around the table.
- Safety tools (10 min): agree on lines and veils, put the X-Card on the table, explain check-ins.
- Characters (30–45 min): build together, establish connections, fill party roles.
- World hooks (10 min): each player names goals, fears, and a tie to the setting.
- Logistics (10 min): schedule, absences, table rules, tools.
- Teaser (optional): end with a short scene or the opening image of session one.
Under two hours, and it front-loads nearly every decision that would otherwise derail the campaign later.
Write Down the Table Agreement
Session zero decisions are easy to remember differently. Save a short, shared summary after the conversation.
It should contain the campaign promise, expected tone, content boundaries, character connections, house rules, schedule, absence policy, and the tools everyone will use. Do not publish private boundary responses. Record only the group-facing agreement.
Keep the language direct:
We play every other Saturday from 7:00 to 10:30. We play with one absence and reschedule with two. The campaign is heroic frontier fantasy with dangerous travel and limited graphic violence. Romance fades to black. Player-versus-player rolls require agreement from both players. Rules questions receive a quick table ruling and can be reviewed after the session.
This is not a legal contract. It is a memory aid and a way for future players to understand the table they are joining. Put it somewhere the group can find without asking you.
If you change a rule, update the agreement. An outdated document is worse than a short one because it creates false confidence.
Revisit Session Zero During the Campaign
A campaign can change tone as the group discovers what it enjoys. New players join, schedules shift, and a harmless premise may move into heavier territory. Treat session zero as the first check-in, not the last.
After three or four sessions, ask three questions:
- What part of the game do you want more of?
- What part should move faster or appear less often?
- Is anything making it harder to participate or enjoy the table?
Players often answer more clearly after they have experienced the campaign. Someone who expected to love political intrigue may discover they prefer exploration. A GM who promised balanced play may realize every session has ended in combat. Adjusting is not a failure of planning. It is the group using real evidence.
Run another short check-in at the end of an arc or whenever a major premise changes. If the frontier expedition becomes a war campaign, confirm that everyone wants to follow it there. Characters can remain in the world while the table chooses a different focus.
Session Zero for One-Shots and Short Games
You do not need the full ceremony for a single session, but you should not skip it entirely either.
For a one-shot, run a compressed version: state the tone, agree on content boundaries, confirm the X-Card is available, and give a one-line character premise. Ten minutes covers it. Even a convention game with strangers benefits from a thirty-second "here's the tone, tap the card if anything's too much" before you begin. The scale changes; the purpose does not.
Common Session Zero Mistakes
The GM talks for the whole session
A pitch is useful, but session zero is a conversation. Ask each player directly what they want and make room for quieter people to answer without competing for the floor.
Treating silence as agreement
"Is everyone fine with anything?" usually produces nods, not useful boundaries. Offer specific topics and ways to respond privately. Ask questions that can be answered clearly.
Building characters before agreeing on the campaign
Finished characters create attachment. Establish the promise and party shape before people commit to concepts that may not fit.
Ignoring scheduling because it feels mundane
A brilliant premise cannot survive if nobody knows when the group plays or how absences work. Put the recurring date and cancellation rule in writing.
Assuming friends share the same play style
People who know each other well can still want very different games. Friendship is not a substitute for discussing tone, agency, and table behavior.
Never checking the agreement again
Boundaries and preferences can change. Give the group an easy way to revisit them without waiting for a problem.
Session Zero FAQs
Do experienced groups still need session zero?
Yes. Familiar players may already know each other's habits, but every campaign has a different promise, tone, character fit, and schedule. The conversation can be shorter because the group already has shared defaults.
Should we create full character sheets during session zero?
Only if time allows. Concept, party connection, and campaign motivation matter first. Mechanical details can be completed afterward as long as the group can see how the characters fit together.
What if one player wants a very different tone?
Look for a specific compromise rather than promising everything at once. If the gap is too large, be honest. Not every player fits every campaign, and discovering that before play is kinder than months of frustration.
Can session zero include actual play?
Yes. A short teaser can test character voices and establish the opening situation. Keep it optional and avoid making absent players miss a major decision before the campaign officially begins.
How should a new player join an existing campaign?
Give them the current campaign brief and table agreement, then run a short personal session zero. Confirm boundaries, explain established house rules, and connect their character to at least one existing party member.
What if a boundary changes later?
Respect the new boundary and adjust future content. If a current scene needs editing, use the agreed safety process. Nobody needs to defend why their comfort changed.
Final Thoughts on the Session Zero Checklist
A session zero is not overhead. It is the first, most important layer of campaign prep.
Set a clear promise. Get expectations into the open. Agree on safety tools before you need them. Build characters who belong together and tie each one to the world. Nail down the logistics while everyone is still on their best behavior.
Then save what you decided, including the promise, boundaries, character hooks, and schedule, somewhere you will actually see it before each session. A session notes system is ideal for exactly this, and a generated campaign foundation gives the table something concrete to react to during the conversation. Do the talking first. The campaign you save is almost always your own.