Your First Session Zero: Why It Matters and How to Run One
Session zero sets the tone for your entire campaign. Learn the principles behind what makes it work, what to cover, and how to tailor it to your table.
What Session Zero Actually Is
If you’ve spent any time researching how to run your first campaign, you’ve probably encountered session zero described in terms that make it sound like something between a job orientation and a treaty negotiation. Consent checklists. Social contracts. Safety tools with acronyms you need to Google. Questionnaires that ask your players to rate their comfort level with seventeen different categories of narrative content before anyone has rolled a single die.
And look, the intentions behind all of that are good. The people who developed those frameworks did so because they care about making tables welcoming and safe, and for certain groups, especially conventions or online games with strangers, that level of structure is valuable. But if you’re a first-time DM sitting down with three or four friends who already know each other, reading those guides can feel like you’re being asked to facilitate a corporate HR workshop before you’re allowed to play a game about fighting dragons. The formality becomes its own barrier to entry, one more thing on the pile of things you’re apparently supposed to master before session one.
So let’s strip it back to what session zero actually is: a conversation about the game you’re about to play together.
That’s it. You’re sitting around a table (or a Discord call, or a group chat, the medium doesn’t matter) and you’re talking about expectations. What kind of story sounds fun? How serious or goofy do we want this to be? How often can everyone actually show up? What happens when someone can’t make it? These are the same kinds of questions you’d naturally ask before starting any collaborative project with friends, and the fact that the TTRPG community has given this conversation a formal name and built elaborate frameworks around it shouldn’t obscure how simple the core activity is.
Session zero works best when it’s messy — half-formed ideas bouncing around the table, not a slideshow.
One of the most common misconceptions you might bring to session zero is that it’s a presentation — that you’re supposed to arrive with your world fully built, your house rules codified, and your campaign pitch rehearsed, then deliver all of that to your players while they sit and listen. That framing gets it exactly backwards. The best session zeros are collaborative, a little chaotic, full of people riffing on each other’s ideas. A player mentions they’ve always wanted to play a character with a criminal background; another player suggests they could be old partners; you realize that gives you a built-in hook for the opening adventure and suddenly the campaign has a texture it never would have had if you’d just monologued your way through a prepared document. Your job isn’t to lecture — it’s to ask good questions and then actually listen to the answers, letting the table’s collective enthusiasm shape the game into something everyone is excited to show up for.
Here’s the other thing you should know: session zero does not need to be a separate, dedicated, calendar-blocked event. For most home games, thirty to forty-five minutes before your first session is plenty. You talk through the basics, you help people finalize their characters, you answer questions, you establish whatever ground rules feel necessary for your specific group, and then you start playing. Some tables need more time than that (larger groups, players who don’t know each other well, campaigns with unusual premises), but treating session zero as this big standalone production is optional, not required. Don’t let the perfect be the enemy of the functional.
What matters far more than the format is the precedent it sets. When you open a campaign by making space for questions and concerns before the story begins, you’re establishing something that outlasts any specific topic you cover: a table where people talk openly about how the game is going. Session zero isn’t a box you check once and forget about — it’s the first instance of a pattern, and that pattern matters more than anything on your agenda.
None of which answers the question you’re probably still carrying: why does any of this matter enough to spend time on it when you could just start playing?
Why This Hour Shapes Everything
Most campaigns don’t die because the DM forgot a rule or botched an encounter balance. They die quietly, over weeks, as one player stops showing up, then another finds scheduling conflicts that didn’t exist before, and eventually someone sends the “hey, I think we should take a break” message that everyone knows is permanent. The autopsy, if anyone bothers with one, almost always reveals the same cause of death: the people at the table wanted different games and never said so.
This is the problem session zero exists to solve, and it’s why that single hour of conversation before dice ever hit the table will do more for your campaign’s survival than any amount of prep you pour into your opening adventure.
Think about how silently expectations can diverge. One player shows up wanting dramatic roleplay, another wants tactical combat puzzles, a third is mostly here to hang out with friends and doesn’t care much either way. None of them are wrong, but each of them is going to pull the game in a different direction. Without a conversation to surface those differences, nobody knows they exist until someone’s frustrated enough to say something, or more likely, until someone just quietly stops showing up.
That rift, once it forms, is difficult to repair. You can’t walk back three sessions of established tone without it feeling forced. You can’t tell a player who built their entire character around one style of play that actually, the campaign is going in a different direction — not without making them feel like they wasted their creative investment. The conversation that would have taken ten minutes during session zero becomes a fraught, feelings-laden negotiation when you’re trying to have it retroactively, because now there’s evidence on both sides and everyone’s already emotionally committed to the version of the game they thought they were joining.
Session zero collapses all of that potential friction into a single, low-stakes conversation where nobody has anything to defend yet. There’s no established tone to fight over, no character choices to feel invalidated by, no accumulated frustration lending an edge to what should be a simple discussion about preferences. You’re just a group of people talking about what kind of game sounds fun before anyone’s invested in a specific answer.
Players who feel heard during session zero become better players for the entire campaign.
The value goes beyond conflict prevention. When you open your campaign by asking your players what they want — genuinely asking, and then shaping your plans around what they tell you — you’re communicating something that will quietly influence every session that follows. You’re telling them that their experience matters to you, that you see yourself as someone running a game for them rather than at them, and that this is a collaborative enterprise where their voice carries weight. That might sound like a small thing, but the trust it builds compounds in ways you won’t fully appreciate until you’re deep into a campaign and benefiting from it. Players who feel heard during session zero are more likely to give you the benefit of the doubt when an encounter falls flat, more willing to engage with story hooks they wouldn’t have chosen themselves, more inclined to bring you problems early instead of letting resentment simmer. They’ve learned, from the very first interaction, that this table is a place where you can say what you’re thinking and have it taken seriously.
And that learning doesn’t expire after character creation. The communication patterns you establish before the campaign starts become the communication patterns of the campaign itself. When something isn’t working in session five: maybe combat is dragging, maybe a particular NPC dynamic is making someone uncomfortable, maybe the pacing needs adjustment — a table that started with open conversation already has the muscle memory for addressing it. They’ve done this before. The precedent exists. Contrast that with a table that skipped straight to “everyone roll initiative” on day one: when issues inevitably surface, there’s no established framework for raising them, no precedent that says this group talks about how the game is going. Problems that session zero tables handle with a quick check-in between sessions become session-ending conflicts at tables that never learned how to have those conversations.
This is what makes session zero the single highest-leverage hour you’ll spend on your campaign. Not the logistical details, though those matter and we’ll get to them, but the foundational act of saying, before anything else happens, let’s make sure we’re building the same game together. Every campaign benefits from that foundation, from the casual beer-and-pretzels dungeon crawl to the year-long narrative epic, because every campaign is ultimately a group of people who need to stay on the same page long enough to tell a story worth telling.
So what does that conversation actually look like? What do you need to cover, what can you skip, and how do you keep it from turning into an awkward checklist that kills the excitement before the campaign even begins?
The Conversations That Matter
Session zero is a conversation, and like any good conversation, what matters is that the right topics come up, not that you follow a script. Some tables need thirty minutes on tone and five on logistics. Others need the opposite. A group that met on an LFG subreddit last Tuesday has different needs than four college roommates who’ve been playing board games together for years. What follows are the conversations that, in some form, need to happen before your campaign starts. Think of them as a menu, not a checklist: you know your table, you know what’s likely to cause friction, and you can judge which topics need a deep dive and which need a sentence or two before you move on.
What Kind of Game Is This?
If you only have one conversation in your entire session zero, make it this one. Everything else — safety tools, character creation, house rules — flows downstream from a shared understanding of what kind of game you’re all sitting down to play.
Here’s what goes wrong when you skip it. Your bard player has been binge-watching Critical Role and shows up with a three-page tragic backstory about their character’s lost family, ready to cry real tears during a dramatic monologue. The fighter’s player, meanwhile, grew up on Acquisitions Incorporated and is here to name their character Beef Hardcastle and seduce every dragon they meet. The wizard’s player doesn’t care about any of that and just wants to theorycraft optimal spell slot usage across multi-round tactical encounters. None of these players are wrong — every one of those is a completely legitimate way to enjoy D&D — but if they sit down at the same table expecting the game to cater to their version of fun, someone’s going to have a miserable time. Probably everyone.
The fix is straightforward: tell your players what kind of game you’re planning to run, then ask if that’s the game they want to play. You don’t need a manifesto. You need a few honest sentences:
Example Campaign Pitch
“I want to run a game that’s mostly serious with room for humor. Combat will be dangerous but not unfair — if you pick a fight with something way above your level, you might die, but I’m not going to drop rocks on you for fun. I’m hoping for a mix of exploration, combat, and roleplay, probably leaning toward roleplay in towns and combat in dungeons.”
That’s it. That’s the whole speech. Now your players know what to expect, and more importantly, they can push back — “actually, I was hoping for something a little more lighthearted” — while there’s still time to adjust.
These are the specific things you’ll want to cover:
| Topic | What to Align On |
|---|---|
| Tone | Serious, comedic, or the blend most tables actually land on |
| Lethality | Can characters die, and how easily? |
| Pillars of Play | Combat, exploration, social interaction — which ones will dominate? |
| Structure | Sandbox, narrative arc, or published adventure? |
| PvP | Can characters betray each other, or is party cohesion a baseline? |
If you don’t align on these, you’ll discover the mismatch at the worst possible moment.
You might worry that being explicit about tone will box you in or spoil the surprise. The opposite is true. When players know you’re running a game where NPCs have real motivations and choices have consequences, the tension in a negotiation scene goes up, because they know you’re not going to let them charm their way past everything with a lucky roll. When they know combat is lethal, every fight becomes a genuine decision about risk versus reward rather than an assumption that the DM will fudge the numbers if things go south. Shared expectations don’t limit drama — they create the conditions for it.
Safety and Boundaries
Everyone at your table should enjoy the game. That sounds obvious enough that it barely seems worth saying, but the reason safety tools exist is that “everyone should enjoy this” breaks down in predictable ways without a mechanism for people to speak up when it doesn’t.
Tabletop RPGs are improvisational. You can plan the most lighthearted adventure in the world and still end up in territory that makes someone at the table uncomfortable, because the moment a player says something unexpected or an NPC’s motivations get explored a little too deeply, the story goes places nobody scripted. Maybe a scene of interrogation edges toward something that feels too much like real-world violence for one of your players. Maybe a storyline about a character’s family hits different for someone who’s dealing with their own family stuff right now. Maybe something comes up that you’d never have predicted in a million years, because the things that bother people are personal and specific and often invisible until you stumble into them.
The tools for handling this are simple, and the most common ones are straightforward:
Common Safety Tools
- Lines — hard nos. These topics don’t appear in the game at all.
- Veils — soft limits. These can exist in the fiction but happen off-screen, implied rather than played out.
- X Card — a physical card or phrase anyone can invoke that means “I need this scene to stop or change direction, no questions asked.”
You don’t need to adopt a specific system if it feels overly formal for your group; “hey, if something comes up that isn’t fun for you, just say so and we’ll adjust, no judgment” works fine as long as you mean it and your players believe you mean it.
The objection you’re probably already forming: “my table doesn’t need this, we’re all friends, we know each other.” And maybe you’re right. Maybe you do know each other well enough that nothing’s going to blindside anyone. But consider that “knowing each other” and “knowing what specific fictional scenarios would make each other uncomfortable” aren’t the same thing. You know your best friend’s taste in movies and their opinion on pineapple pizza; do you know whether a scene involving drowning would rattle them because of something that happened when they were twelve? Probably not, because that’s not the kind of thing that comes up over beers. It takes two minutes to ask. The downside of asking is zero. The downside of not asking and getting it wrong is a friend who quietly stops showing up to sessions and never tells you why.
Do this quickly, do it matter-of-factly, and move on — it doesn’t need to be heavy or ceremonial. The goal is to establish a norm: this table pays attention to whether everyone’s having a good time. Not to create anxiety about all the things that could go wrong.
Characters as a Group Activity
Picture the first session of a new campaign. The DM has spent weeks building a coastal city plagued by pirate raids, seeding hooks about a mysterious fleet and a corrupt harbormaster. Player one shows up with a desert nomad who’s never seen the ocean and has no reason to care about boats. Player two brings an edgy loner rogue whose backstory explicitly establishes that they don’t trust or work with groups. Player three built a pacifist cleric in what is clearly going to be a combat-heavy maritime campaign. Each of these characters was lovingly crafted in isolation, and not one of them fits the game, the setting, or each other.
This is why character creation works better as a group activity. Not because individual creativity is bad, but because characters who are built in conversation with each other and with the DM’s campaign concept arrive at the table with built-in reasons to be a party. When one player says “I’m thinking about playing a former sailor” and another says “oh, what if my character served on the same ship and we had a falling out,” you’ve just generated a relationship with dramatic tension that would never have existed if those characters had been built in separate rooms. The DM can offer campaign-specific hooks — “the pirate fleet destroyed your hometown” or “you owe the harbormaster a debt” — and players can weave those into their backstories while they’re still flexible enough to accommodate them.
The strongest approach for most groups is a middle ground: players come to session zero with a concept, not a completed character sheet. “I want to play a dwarf fighter with a military background” gives you enough to start the conversation without locking in details that might not mesh with the rest of the party. From there, you build together, figuring out who knows whom, what shared history the group might have, whether any characters have complementary or conflicting goals that could drive interesting scenes.
This is also the moment to set backstory expectations, which vary wildly from DM to DM and campaign to campaign. Some DMs want a page of backstory they can mine for plot hooks. Others want three bullet points and a motivation. Some want to know your character’s deepest fear; others just want to know why you’re in the tavern when the adventure starts. Be clear about what you’re asking for, because players who are told “write a backstory” with no other guidance will produce everything from a single sentence to a novella, and the player who spent fifteen hours writing their character’s childhood will feel slighted if you never reference it, while the player who wrote a paragraph will feel inadequate next to the novelist. Tell them what you’ll actually use:
A Better Backstory Prompt
“Give me two or three NPCs from your past — a friend, an enemy, and someone complicated — and a reason you’re in this city.”
That’s a thousand times more useful than “write a backstory” because it gives players structure while leaving plenty of creative room, and it gives you concrete material you can fold into the campaign.
One more thing worth raising in this conversation: party composition. You don’t need a “balanced party” in the MMO sense. D&D 5e is forgiving enough that four rogues can make it work — but players should at least know what everyone else is bringing so they can make informed choices. Nobody wants to show up excited about their new paladin only to discover that two other people also built paladins, not because three paladins can’t work but because the surprise of it feels bad. A quick round of “here’s what I’m thinking” prevents duplicate frustrations and opens the door for intentional overlap. Three paladins who all belong to the same holy order is a much better campaign hook than three paladins who happened by accident.
Logistics and House Rules
Campaigns don’t die because the BBEG was underwhelming or because the DM couldn’t do voices. They die because the group could never find a night that worked, or because one player’s chronic cancellations slowly drained everyone else’s motivation until scheduling the next session felt more like an obligation than something to look forward to. The unglamorous logistics of actually getting people around a table on a regular basis are, in practice, the single biggest determinant of whether your campaign makes it past session five.
Nail these down during session zero: How often do you play? What day and time? How long are sessions? What’s the minimum number of players you need to run — if one person can’t make it, do you play without them, or cancel? What happens to an absent player’s character? How far in advance does someone need to cancel before it counts as a no-show versus a reasonable heads-up? None of this is exciting to talk about, but settling it now means you’re not having the same frustrating text-chain negotiation every single week.
On house rules, here’s the most liberating thing I can tell you: you don’t need any. The rules as written in the Player’s Handbook are a complete, functional game. You don’t need to have a position on flanking, or critical hit tables, or whether you can drink a potion as a bonus action, or any of the dozens of house rules you’ve seen recommended online. Play the game as written for a few sessions. When you actually encounter a rule that feels clunky or produces an outcome that isn’t fun at your table — that’s when you house-rule it, collaboratively, with your players, based on a real problem rather than a hypothetical one. The DMs who show up to session one with thirty house rules have usually imported someone else’s solutions to problems they haven’t had yet, and half those rules will create more confusion than they solve. Start simple. Adjust from experience. Your future self will thank you.
What to Leave for Later
If the previous section left you with a creeping sense that session zero requires a forty-slide presentation and a whiteboard, take a breath. The conversations that matter are important, but they’re also a finite list, and half the skill of running a good session zero is knowing where to draw the line. Some of the topics you’re most likely to agonize over are, paradoxically, the ones least suited to advance preparation. They’re questions that can only be answered well after you’ve seen your table in action, after the theory has collided with the beautiful chaos of actual play.
Detailed economy rules are the classic example. You can spend hours before your campaign calibrating gold rewards, pricing equipment, setting wages for hirelings, deciding whether you want a gritty low-gold setting or a high-fantasy economy where players are drowning in coin. Every decision you make will be based on guesswork, because you haven’t yet seen how your specific players interact with money. Some groups hoard every copper piece and never buy anything; others burn through gold like it’s going out of style and then complain they’re broke. You can’t predict which kind of table you have until they’ve looted a few dungeons and visited a few shops. Start with the defaults, keep rough notes on what feels too generous or too stingy, and revisit the whole question a few sessions in when you have actual data. There’s a whole conversation worth having about gold economies, but it’s a conversation that belongs in your future, not your session zero prep.
Edge-case house rules fall into the same trap. It’s tempting to pre-legislate every ambiguity you’ve seen debated on Reddit: critical hits on skill checks, flanking rules, what happens when someone wants to grapple a creature three size categories larger — but you’re solving problems you don’t have yet, and you’re doing it without the context that would make your solutions actually good. Play rules-as-written for the first few sessions. When you hit a moment where the RAW ruling feels unsatisfying at your table, that’s when you make a house rule, because now you understand what problem you’re solving and you can feel whether your fix works. A house rule born from a real moment of friction at the table is worth ten that were theorycrafted in advance.
Deep world lore is another seductive time sink. You’ve built this world (or you’ve read the setting book cover to cover) and you want your players to appreciate the political tensions between the northern kingdoms and the three-thousand-year history of the Arcane Concord and the theological schism that split the church of the Sun God into two rival factions. That impulse is good, and that lore might be great, but session zero is the worst possible moment to deliver it. Players absorb setting details through their characters, through the dwarf cleric discovering that the temple in this city worships a heretical offshoot of her god, through the rogue hearing a rumor in a tavern that makes the political tensions personal. Lore delivered as a pre-game lecture is forgotten by the time dice hit the table; lore discovered through play becomes the story your group tells for years. Give your players just enough to make characters who belong in the world — a paragraph or two about the starting region, the major factions they’d know about, the vibe — and let the rest unfold.
Magic item distribution philosophy might be the single most over-prepared topic for first-time GMs. How many magic items should a party have by level 5? What rarity is appropriate at tier 2? Should I use random tables or curated loot? These are reasonable questions, and they matter, but they’re also completely abstract until you’ve run a few combats and seen what your party can do, until you know whether your group has a monk who’s desperate for a magical weapon or a wizard who already breaks encounters without any items at all. The answer to “how many magic items should I give my players” depends on your players, your encounters, and your campaign’s power curve, none of which exist yet. This is its own topic worth returning to once you’ve got a few sessions under your belt and can think concretely about what your specific table needs.
Here’s the thing: session zero should feel like a conversation, not like homework. If your prep notes for it are spilling onto a second page, if you’re building spreadsheets and flow charts, you are almost certainly front-loading decisions that belong in sessions two, five, or ten. The things that matter most in session zero — tone, expectations, safety, ground rules — are lightweight by nature. They’re conversations, not systems. The heavy mechanical tuning, the economy balancing, the lore delivery, the magic item philosophy: all of that gets better with time, because all of it depends on information you don’t have yet and can only get by playing.
Give yourself permission to not have it all figured out. I’ve been running games for years, and I didn’t start with a perfect system. I started with a willingness to adjust on the fly, to say “let me think about that and get back to you next session,” to let the game teach me what it needed. Your first session zero doesn’t need to be comprehensive. It needs to be sufficient: enough shared understanding to start playing, with the trust that everything else will sort itself out at the table, which is where it was always going to get sorted out anyway.
Practical Prep: What to Have Ready
Here’s the good news: you don’t need much. The single biggest mistake you can make with session zero isn’t running it poorly; it’s postponing it indefinitely because you feel like you need to have everything figured out first. You don’t. The whole point of sitting down with your players before the campaign starts is to figure things out together, and that means showing up with a loose framework, not a finished product.
Start with a campaign pitch, and keep it short. One paragraph. Maybe two if you’re feeling generous with yourself, but one is better. You want to communicate three things: the general tone (dark and gritty? lighthearted and comedic? something in between?), the setting in broad strokes (a war-torn continent, a single sprawling city, a frontier wilderness), and the starting situation that gives players something to build toward. “You’ve all been hired by a merchant guild to investigate why caravans keep disappearing along the northern trade road” is a perfectly good pitch. It tells players the vibe, suggests the kind of characters who’d be involved, and leaves enormous room for them to fill in the rest. What you’re not writing is a setting bible. If you’ve got three pages of geopolitical history, that’s for you. Your players need a paragraph and a reason to care.
Bring a handful of open-ended questions. Not a survey, not a form they fill out in silence. Just conversation starters that get people talking about what they actually want from the game. The best ones are simple: What kind of game sounds fun to you? Any topics or themes you’d rather we steer away from? What got you excited when you heard the pitch? You can ask about playstyle preferences — do they want lots of combat, heavy roleplay, dungeon crawling, political intrigue — but frame them as a conversation, not a checklist. The goal is to listen for patterns and enthusiasm, not to build a democracy where every preference gets exactly equal weight. If three out of four players light up when someone mentions heists and infiltration, you’ve learned something valuable about where to aim your prep energy.
Have character creation resources ready to go. This sounds obvious, but “ready to go” means more than owning the Player’s Handbook. If you’re using D&D Beyond, make sure your campaign is set up and players have been invited before they sit down at the table. If you’re going with physical books, bring enough that people aren’t passing a single copy around for two hours. And seriously consider having a few pre-generated characters or simplified options on hand for players who are new to the system or prone to analysis paralysis — a player who spends forty-five minutes agonizing over their ability scores while everyone else waits is a player who’s going to associate your game with tedium. You can always let them tweak the character later once they’ve had a session to feel things out.
Propose a concrete schedule. Do this before the first session, and do it with specifics: “Every other Saturday, 6 to 10 PM” is a proposal that people can actually respond to. “When does everyone want to play?” asked in a group chat is where campaigns go to die, slowly, over the course of three weeks of non-committal thumbs-up reactions and “I’m flexible!” messages that help no one. Pick a cadence and a time that works for you. You’re the DM, you’re doing the most prep, your availability is the bottleneck — and let players tell you if it doesn’t work for them. Expect that no time will be perfect for everyone, and accept that from the start. A campaign that runs consistently every two weeks with four players is better in every way than a campaign that theoretically includes five but actually meets once a month because scheduling is a nightmare.
If it helps, make a one-page handout. One page. Not a packet, not a PDF with a table of contents — a single page with the campaign pitch, any setting details players need for character creation (pantheon names if clerics need them, major factions if someone wants political ties, banned or modified content if you’re running a restricted list), and the schedule you’ve agreed on. Some tables love this; others will never look at it. You’ll figure out which kind of table you have pretty quickly.
That’s the list. Five things, none of which require more than an evening to pull together, most of which you can do in an hour if you resist the urge to over-polish. The pitch gets players oriented, the questions get them talking, the resources keep things moving, the schedule keeps the campaign alive past session two, and the handout gives anyone who wants a reference something to glance at. Everything beyond this — maps, lore documents, NPC galleries, random encounter tables — is stuff you can build as you go, informed by what your players actually respond to once you start playing.
A note for DMs whose players are resistant to the whole idea. This comes up constantly, and it’s a real thing: some players hear “session zero” and picture a two-hour meeting about boundaries and backstory worksheets when all they want to do is fight a dragon. The fix is simple: don’t call it session zero. Fold twenty to thirty minutes of conversation into the beginning of your first session, before you start playing. Ask the quick questions — what sounds fun, anything to avoid, here’s the setup — do a fast character check to make sure nobody’s going to be miserable with their build, and then start the adventure. You can cover the essentials in less time than it takes most groups to order food. The formal structure was never the point; the conversations are. Whether those conversations happen in a dedicated pre-session or over pizza before the goblins attack, the effect is the same: your players feel heard, you have the information you need, and the campaign starts on ground that everyone helped build.
Session zero, at its core, is just the practice of caring enough about the people at your table to ask what they want before you start playing. That’s the whole thing. Everything else — the frameworks, the safety tools, the scheduling strategies — is just scaffolding around that one simple act.
Quick Reference
Tip
Session Zero Checklist
Before:
- Write a 1-paragraph campaign pitch (tone, setting, hook)
- Prepare 3-5 open-ended questions for your players
- Have character creation resources ready (books, digital tools, pre-gens)
- Propose a concrete schedule
During:
- Discuss what kind of game everyone wants (tone, lethality, playstyle balance)
- Cover safety and boundaries (lines/veils, X card, or just an open conversation)
- Build or discuss characters together — look for connections between them
- Nail down logistics (schedule, cancellation policy, communication channel)
- Set expectations for rules — RAW to start, house rules as needed
After:
- Follow up on any unanswered questions
- Share any session one prep players need
- Remember: this conversation doesn’t end here — revisit when things come up
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