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The Complete Session Zero Checklist for New Campaigns

CritForge Team
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The Complete Session Zero Checklist for New Campaigns

I skipped session zero for years. Not because I didn't know what it was. I knew. I'd read the advice, nodded along, filed it under "good idea I'll get to eventually." But my groups were friends. We'd played together before. We already knew each other's boundaries. We didn't need the formality.

I was wrong every single time.

Not catastrophically wrong. Nothing exploded. Nobody left in tears. But campaigns sagged in the middle. Players drifted away without saying why. Tonal mismatches crept in over weeks, so gradually that by the time anyone noticed, the damage was structural. One player wanted political intrigue. Another wanted dungeon crawls. Both were polite about it. Both were slowly losing interest. And I kept wondering why the table felt slightly off, like a song where one instrument is tuned a half-step flat.

Session zero fixes this. Not because it's magic, but because it replaces assumption with conversation. Here's a comprehensive checklist you can work through with your group. Not every item applies to every table. Skip what doesn't fit. But read through it all before you decide what to skip.

Part 1: The Social Contract

Before you talk about characters or setting, establish how you'll function as a group. The unglamorous infrastructure. The stuff that kills campaigns when you ignore it.

Scheduling and Logistics

  • Session frequency and day. Weekly? Biweekly? Consistent day or rotating? Nail this down now. Scheduling is the number one campaign killer, and it has nothing to do with dragons.
  • Session length. Three hours? Four? Set a hard stop time. Players with kids, early mornings, or long commutes will thank you.
  • Location or platform. In-person, online (Roll20, Foundry, Theater of the Mind), or hybrid?
  • Cancellation policy. How many players need to be present to run? What's your notice window for cancellations? Having an explicit policy prevents resentment from pooling under the surface for weeks.
  • Communication channel. Group chat, Discord server, email thread? Pick one and commit.

Table Expectations

  • Phones and distractions. Some tables are strict, some are relaxed. Either is fine, but make it explicit. Unspoken rules breed unspoken frustrations.
  • Crosstalk and spotlight sharing. Encourage quieter players and set expectations that everyone gets moments in the spotlight.
  • Rules disputes. How do you handle disagreements at the table? Our recommendation: the GM makes a ruling in the moment, and you look up the actual rule after the session. This keeps the game moving and respects the rhythm of the scene.
  • Player vs. character knowledge. Metagaming boundaries. How strict is your table?
  • PvP. Is player-versus-player conflict allowed? Under what circumstances? Many tables ban it outright; others allow it with mutual player consent. Decide now, not in the middle of the heist when someone gets ideas.

Part 2: Safety Tools

This section is non-negotiable. Every table needs safety tools, even if you've played together for years. Especially then. Familiarity makes people assume they know each other's limits, and that assumption is exactly where harm sneaks in.

Lines and Veils

  • Lines are hard limits. Topics that will never appear in the game, period. Common lines include sexual violence, harm to children, and real-world hate speech.
  • Veils are topics that can exist in the narrative but happen "off-screen." A character might have a tragic backstory involving a veil topic, but you don't roleplay those scenes in detail.

Go around the table. Everyone states their lines and veils, no justification needed. Write them down. Respect them without question.

Active Safety Mechanisms

Have at least one of these in play:

  • The X-Card. Any player can tap or hold up an X-card (physical or virtual) to indicate that the current content is crossing a line. The scene immediately shifts to something else. No questions asked, no explanation required.
  • Script Change. Players can call "pause" (to discuss), "rewind" (to redo a scene differently), or "fast forward" (to skip past uncomfortable content).
  • Open Door Policy. Any player can leave the table (physically or virtually) at any time, for any reason, without needing to explain. This sounds obvious, but stating it explicitly gives people permission they didn't know they needed.

Check-Ins

  • Establish a check-in method. Some GMs use a thumbs-up/sideways/down system at natural break points. Others use a brief "how's everyone feeling about the direction?" during breaks.
  • Post-session feedback. Even a quick "anything you want more or less of?" after each session catches issues before they fester into something that poisons the whole table.

Part 3: Campaign Framework

Now you can talk about the game itself. This is where the energy shifts. Logistics give way to possibility.

Tone and Genre

Set expectations clearly. Use concrete references, not vibes:

  • Tone spectrum: Is this gritty and grounded (low magic, harsh consequences, resource scarcity) or heroic and cinematic (big magic, dramatic moments, heroes always win eventually)?
  • Genre mix: Dungeon crawling? Political intrigue? Exploration and survival? Mystery and investigation? Horror? Most campaigns are a blend. Name the primary and secondary modes so nobody builds a character for the wrong game.
  • Lethality: How deadly is combat? Can characters die from bad luck, or only from bad decisions? Do you use the standard death save rules, or house rules that make it harder or easier to die?
  • Comedy level: Is humor welcome at the table? Is the setting itself comedic, or is it serious with humorous moments? The difference between a world with jokes and a joke of a world matters more than people think.

Setting Introduction

You don't need to info-dump your entire world. Give players enough to make informed character choices. Enough to feel the ground under their feet without mapping every street:

  • The elevator pitch. Two to three sentences describing the world and the starting situation. "A coastal trade city where three noble houses compete for control of the shipping lanes. You're independent operators who've just arrived looking for work. Magic exists but is regulated by the harbor authority."
  • What's common knowledge. Major factions, recent history, the general state of the world. This is what any resident would know.
  • What's unusual. Anything about your setting that differs from standard fantasy assumptions. If elves are feared, if magic is illegal, if the gods are silent, say so now. These are the details that make a backstory feel native to the world instead of bolted on from a different one.
  • Starting location. Where do the characters begin? Why are they there? Give enough detail for players to incorporate the location into their backstories.

If you're still building your setting, CritForge's world and NPC generators can help you populate it quickly with SRD-compliant factions, NPCs, and locations. The kind of specific detail that makes a setting introduction feel like a place rather than a pitch.

House Rules

State any rules modifications up front:

  • Character creation method. Standard array, point buy, or rolling? If rolling, what method? (4d6 drop lowest is standard, but state it explicitly.)
  • Allowed sources. SRD only? Core rulebooks? Any supplements? Setting-specific restrictions?
  • Variant rules. Flanking? Encumbrance? Multiclassing restrictions? Feats?
  • Homebrew. Any custom rules, items, or class modifications. Put these in writing. Verbal house rules have a way of shapeshifting in memory.
  • Resurrection and healing. Standard rules, or modified? Some GMs make resurrection harder to raise the stakes.

Part 4: Character Creation

Do this together if at all possible. Characters built in isolation often don't fit together. Not because the players lack imagination, but because they're imagining different games.

Party Composition

  • No mandates, but discuss gaps. Don't force someone to play a healer, but make sure the group knows if nobody can heal. Let them decide how to handle it.
  • Avoid redundancy (if the group cares). Two fighters can work fine mechanically but may compete for the same narrative niche. Discuss it.
  • Backstory connections. Have at least two characters who know each other before the campaign starts. This creates immediate social bonds and avoids the "you all meet in a tavern and have no reason to trust each other" problem.

Backstory Guidelines

Give players a framework:

  • Length. One page or less. Seriously. A backstory is a launching pad, not a novel. The interesting parts of the character should happen during play, not before it.
  • Hooks. Ask each player to include at least one unresolved element: a missing family member, a debt unpaid, a rival still out there. The mentor with the scarred hands. The former partner who owes money to the wrong guild. These give you plot material that the player has already opted into caring about.
  • Grounding. Backstories should connect to the setting. Work with players to weave their histories into your world. This is where generating a quick NPC saves real time. The mentor, the rival, the lost sibling that a player references in their backstory can have a name, a face, and a secret within minutes instead of floating as a placeholder you'll "figure out later."
  • Power level. Session one characters are not legendary heroes. Backstories should reflect their current level. A level 1 fighter hasn't conquered armies. She's survived one bad winter and learned which end of the sword to hold.

Character Introductions

End session zero with brief character introductions:

  • Name, appearance, and one personality trait
  • Why they're in the starting location
  • One thing the other characters would notice about them on first meeting

Keep it brief. Save the drama for session one.

Part 5: The Practical Wrap-Up

Before everyone leaves:

  • Confirm the date, time, and location of session one
  • Share any maps, handouts, or reference documents
  • Collect completed character sheets (or set a deadline)
  • Send a summary of house rules and safety tools in your group chat
  • Note any follow-up items (backstory revisions, rule clarifications)

Is Session Zero Really Worth a Whole Session?

Yes. But not for the reason you think.

The obvious answer is risk prevention. A campaign without session zero is a group of people hoping they want the same thing. Sometimes you get lucky. More often, misaligned expectations quietly erode the fun, one awkward moment at a time, until someone sends the "I think I'm going to bow out" text and the campaign unravels in a week. Thirty minutes to an hour of honest conversation at the start prevents months of that slow erosion.

But here's the less obvious answer, the one that surprised me after I finally started running session zeros consistently: they make the campaign better even when nothing goes wrong. Players who've talked through tone and boundaries take bigger creative risks. They trust each other faster. They build characters that interlock instead of characters that coexist. The collaborative instinct that makes tabletop RPGs different from every other kind of game? Session zero is where it gets its first real breath.

It doesn't require a single stat block. It doesn't require prep beyond this checklist. It costs you one evening. And it's the only piece of campaign preparation that consistently makes everything else work better.

So here's what I'd ask you to do. Before your next campaign, block off the time. Print this checklist or pull it up on your phone. Sit down with your players and have the conversation. Not because disaster is likely, but because the game on the other side of that conversation is one you haven't played yet. It's better than you think.