Session zero checklist
The game
- Pitch the campaign in one sentence
- Genre and tone, plus one reference (“The Witcher, but funnier”)
- Setting: published or homebrew, and what players already know
- Difficulty: can characters die?
- Mix of combat, talking, and exploring
- Style: main story, sandbox, or monster of the week
The table
- Lines: things that never appear
- Veils: things that happen off screen
- A safety signal anyone can use without explaining
- What each player wants most from the game
- PvP and secret goals: yes or no
Logistics
- Day, frequency, and session length
- Minimum players to run a session
- What happens to an absent player’s character
- Homebrew and variant rules
- Who tracks loot and keeps notes
- Recording: only if the whole table agrees
Characters
- Build them together, at the table
- Each one tied to at least one other
- A reason the group sticks together
- One hook per player for the DM
- Everything above written on one shared page
Session zero is the meeting before the first real game. Usually nobody rolls initiative. You agree on what you’re playing, how you’re playing, and when, so that three sessions in nobody discovers they signed up for a different campaign than the person next to them. An hour or two covers the list above. The sections below go through each group and what to watch for.
The Game: Genre, Tone, and Difficulty
Start with the big picture, because everything else depends on it. Say the pitch out loud in one sentence: “This is a campaign about mercenaries in a city that’s rotting from the inside.” If you can’t, the players won’t be able to either.
- Genre and tone. Dark fantasy, heroic adventure, comedy, horror? Serious with jokes, or jokes with the occasional serious moment?
- Setting. A published adventure or your own world? What do the players already know about it, and what should their characters know?
- Difficulty. Can characters die? How much of the evening is combat, and how much is talking?
- Campaign style. A main storyline, a sandbox, or monster of the week. Each asks something different of the players.
The Table: Boundaries and Expectations
This is the group most often skipped, and the one that causes the most trouble later. The paladin wants to negotiate with the orcs, the rogue has already put a knife in their chief, and the player who signed up for “a light adventure” has gone quiet because last week’s torture scene was too much. Nobody did anything wrong. They just never talked about it.
Lines and Veils
Lines and Veils come from Ron Edwards’ Sex and Sorcery (2003), and they’re still the simplest way to talk about content. Lines are things that never appear in the game. Veils are things that can happen, but off screen: the scene fades out before the details. Go around the table and collect both. Nobody has to justify an entry.
A Signal During Play
Boundaries set in advance won’t cover everything, so agree on a way to pause in the moment. That can be the X-Card (created by John Stavropoulos), a simple emoji in chat for online games, or a phrase like “let’s rewind.” What matters is the agreement that anyone can use it, at any time, without explaining why.
What Each Player Wants
Some people want fights, some want character drama, some want to explore the map. Ask each player directly, and settle PvP and secret goals here too: can characters act against each other, and will anyone have a hidden agenda? For what to share with the table and what to keep behind the screen, see player notes vs. DM notes.
You can send these questions ahead of time or go through them together:
SESSION ZERO · PLAYER QUESTIONS
1. What do you enjoy most about tabletop RPGs?
(combat / roleplay / exploration / drama / puzzles)
2. What's your favorite scene from a past game?
3. What do you definitely NOT want to see in the game?
4. How often can you realistically play?
5. What should happen to your character if you miss a session?
6. Do you want your character to be able to die?
7. One word you'd like to describe this campaign a year from now.Logistics: Surviving the Calendar
Most campaigns don’t end because of the story. They end because of the calendar.
- Schedule. How often, which day, and how long each session runs.
- Minimum players. Do you play if three out of five show up? What happens to an absent player’s character: do they fade into the background, or does someone else run them?
- Table rules. Homebrew, variant rules, who tracks loot, phones at the table.
- Notes and recordings. Who keeps track of what happened? Ask about recording directly. It should be the whole table’s decision, not the DM’s.
Characters: Build Them Together
Make characters at the same table instead of each at home. That way they have connections before the first scene, and you can spot two players building the same brooding loner.
- One shared past. Every player connects their character to at least one other: “We served together,” “He owes me money.”
- A reason to stick together. Why does this group travel together at all? “Because the DM said so” doesn’t count.
- One hook for the DM. Each player gives one detail you can use in the story: an enemy, a missing sister, a debt.
Write the Agreements Down
Session zero only works if the agreements stick. Three months in, nobody will remember whether you agreed to PvP or what that potion homebrew was. Put everything on one page that the whole group can find:
Example: session zero summary
Campaign: “Ashes of Weirmouth.” Dark fantasy, a city of mercenaries.
Tone: serious, with dark humor. Characters can die.
Lines: harm to children, spiders. Veils: torture, romance scenes.
Safety signal: a red card emoji in chat.
Schedule: every other Saturday, 7–11 PM. We play with three or more.
Homebrew: drinking a potion is a bonus action; critical hits deal max damage on one die plus a roll.
Hooks: Lyra’s brother is in the Iron Guard; Torvald owes the Guild.
Once the campaign starts, the same habit applies to every session: what happened, who showed up, what changed. Our session recap template covers that by hand, and so do these other ways to remember what happened last session. If the table agreed to recording and you play on Discord, Kazkar can take the note-taking off your hands, turning each session into a chronicle and keeping the NPCs, places, and those backstory hooks in a shared campaign wiki.
Come Back to It Later
The agreements aren’t fixed. After three or four sessions, take five minutes to ask whether the tone feels right and whether anything should move onto the lines or veils list. People find out what they want from a game by playing it. And if you’re picking up an old campaign rather than starting a new one, our guide to restarting a campaign after a break works like a second session zero.
Frequently Asked Questions
What is session zero in D&D?
A meeting before the first game where the group settles genre and tone, content boundaries, schedule, and table rules, and usually makes characters together.
How long should session zero be?
Usually one to three hours, more if you’re building characters at the table. Sending the player questions ahead of time saves a good chunk of it.
Do we need session zero if we’ve played together for years?
Yes, though it can be shorter. A new campaign brings a new tone and new expectations, and people’s boundaries change over time.
What are Lines and Veils?
A content tool from Ron Edwards. Lines are kept out of the game entirely; veils can happen, but the camera cuts away before the details.
Can we play the first scene during session zero?
Yes. A short opening scene after the discussion is a good way to test the tone and introduce the characters. Just finish the checklist first.
Keep session zero’s agreements findable
Kazkar records your Discord sessions, writes a chronicle of each one, and keeps NPCs, places, factions, and the players’ backstory hooks linked in a shared campaign wiki. Free to start, no card required.
Add Kazkar to DiscordDanylo
Co-founder, Kazkar
Danylo is a co-founder of Kazkar and a tabletop RPG player and GM. He writes about running games, tracking campaign lore, and turning messy session notes into stories worth keeping.
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