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The 3 Cs of Session Zero


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Session zeros are crucial to running great campaigns, but what are the key factors of a great session zero?



The fabled “session 0” is a phrase tossed around a lot between. It’s an extremely important aspect of running a DnD game that has been popularized but not greatly understood. Session zeros can seem daunting because they’re where a lot of the big ideas and rules are laid down. Also, unlike when you’re running the campaign, it can feel stressful for the GM because they have to run a session solely dedicated to the needs of others and themselves. To help you run your table at home, here are the three (or three and a half) C’s of session zero, and a quick explanation about why running a session zero is so important- for those who are considering implementing one into their campaign.(do it. The answer is do it.)



Why is session zero important?


Even to a dungeon crawl, session zero is crucial. This is a time that DMs can utilize to communicate with their players in a way that isn’t really given during the campaign itself. The time can be used to lay out basic rules for newcomers, or to just simply talk about some worries you may have as a DM about the setting, gameplay, or whatever else you are feeling. Session zero is you players, who can’t swim, learning to doggie paddle before they inevitably cannonball into the deep end. No player is ever going to dip their toes in the pool, and that’s okay. This is just a time focused on your needs and the players’ needs before they dive off of the eighty foot diving board straight into a pool that's thirty feet deep.


The 3 Cs


Comfort


Comfort is the first and most important C when starting your campaign. What do you and your players need to be comfortable at the table? This can be a discussion of accommodations for neurodivergent people or people with anxiety, or a talk about consent at the table. An essential part of this conversation should be about what you, the DM and voice of the world, are comfortable with. I, as someone who identifies as aromantic, go over my boundaries about NPC x PC romance during this time. If you’re nervous about something in the campaign, tell your players. Proper communication is key to building a great story.


Some key questions you can ask yourself are:


  • Do I know or have a list of my players’ triggers?

  • Do I have any novice players who may need a dice roll cheat sheet or some form of reminder?

  • Is there anything off limits at the table?

  • What am I nervous about?


Context


Context is the next crucial C to running a campaign. What is your world like? For me, this is the fun part. Go over your world with the players. Show them key aspects of it and any rules that exist within it. Give your players an idea of what the world they live in is like. This will help players create characters that fit into your setting and get an understanding of what the campaign will look like. The big things you want to cover are: the main location of your campaign, large cities and countries, deities within the world, and the general vibe of the world. Make sure your players know that you are able to answer questions and repeat things if they need it. We all learn at our own pace, and some may need a little more time to completely digest the awesome world you’ve created.



Character


Character, for most session zeros, is going to be the last C. Who are your players playing as? Character creation is a part of the campaign that you should be extremely involved in. This is when your players get to put their mark on the world and create their own space within it. It’s important for your players to feel involved and present in the world that they will be roleplaying in. Depending on how flexible you feel you can be, let your players create cities, neighborhoods, locations, etc. that are tailored to fit the backstory of their character. The general things I ask from my players are: where they came from, who their immediate family is, 2 friends or important figures in their life, and their general reason for adventuring. Of course, make sure to elaborate with them and ask them to expand on their own ideas. Some examples are:


  • Tell me about your hometown”

  • “What were your sisters’ names?”

  • “What’s your relationship with your mom like?”

  • “What’s their favorite thing to do with their best friend?”


Allow your player to shape and bend the world. Make sure they have control over important aspects of NPC identities. For example, if a player is genderqueer and their pronouns are important to them, ask them what their family members’ pronouns are. If they’re a huge nerd, let them pick what each of their friends’ interests are. Also, a tip from one DM to another, have your characters use bullet points for their backstory. This allows them to have an easier time retaining and finding the information, it’s more realistic that they just remember the big things, and it's less reading for you, as a DM.



Pra(C)tice


Pra(C)tice is the half point that not many people will reach or have in their session zero. This is a time for the table to roleplay a little and run a quick encounter. Have fun with it and make sure the energy is loose and free of judgement as people are figuring out how to fit into the personas they've created. If someone suddenly wants to switch from a british to scottish accent, let it happen! This is a time for adjustment and a good way to relax after hours of taking in information.



Session zeros are important to running a campaign because it’s a moment to communicate the tables’ needs before play becomes priority, and the three and a half Cs (comfort, context, character, and praCtice) allow you to run a session zero that is effective, fun, and stress free. The job of the DM is to create a safe and welcoming space for our players, and a session zero is crucial to making sure our players feel loved and cared for. All players have different wants and needs, and taking time to address their and our own needs is more crucial than any other aspect of a good campaign. I firmly believe session zero is the most important part of every campaign as it allows for our players to create a place where they feel they can be vulnerable. All campaigns are built on trust, and, even if our players sometimes say they hate us, they put their trust in us to keep them safe and create spaces where we can all feel comfortable.





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DnD with a Z is a DnD blog that writes about the next generation's relationship with roleplay, writing, and DnD. To get regular updates about when articles go live, follow the author's twitter.



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