Session Zero Checklist: Start a Campaign Right
By GoblinWars
Published
Session Zero Checklist: Start a Campaign Right
Session zero is a pre-campaign meeting where the Dungeon Master and players align expectations, create characters, and establish ground rules. Skipping it is the most common source of table conflicts, mismatched expectations, and campaigns that collapse within a few sessions. A good session zero takes 2-3 hours and prevents months of friction.
Logistics
Schedule and Commitment
- Session frequency: Weekly, biweekly, or monthly? Most groups play every 1-2 weeks. Monthly games struggle to maintain narrative momentum
- Session length: 3-4 hours is standard. Agree on hard stop times — sessions that run late breed resentment
- Day and time: Find a consistent slot. Inconsistent scheduling kills more campaigns than bad DMing
- Location: Someone’s home, a game store, or online (Roll20, Foundry VTT, Discord)?
- Absence policy: What happens when someone cannot attend? Options: DM pilots the absent player’s character, the character fades into the background, or the session is cancelled. Decide in advance
- Minimum attendance: How many players must be present to run a session? Three (including DM) is a common minimum
- Expected campaign length: A finite timeline (e.g., “six months, ~15 sessions”) helps with commitment. Open-ended campaigns can feel like obligations
Communication
- Group chat platform: Discord, group text, or other? Establish one channel for scheduling and one for in-character/between-session conversation
- Between-session expectations: Is there downtime roleplay between sessions? Do players need to level up or update characters before the next session?
Campaign Details
Setting and Tone
- Setting: Published world (Forgotten Realms, Eberron, Greyhawk) or homebrew? The DM describes the world in broad strokes — geography, major factions, technology level, magic prevalence
- Tone: Heroic fantasy, dark adventure, political intrigue, lighthearted comedy, horror, or a mix? Every player should be excited about the chosen tone
- Lethality: How deadly is the game? Options range from “death is rare and always dramatic” to “death is common, roll a new character.” Mismatched expectations about lethality cause the most session-zero-preventable conflicts
- Maturity level: Is this a PG-13 game or an R-rated game? Where are the lines on violence, romance, and dark themes?
Rules
- Ruleset: 2024 revised rules, 2014 original 5e, or a mix? Clarify which sources are allowed
- Homebrew: Are homebrew classes, spells, or rules allowed? If so, does the DM approve them in advance?
- Optional rules: Flanking, feats, multiclassing, encumbrance? Address the rules your group cares about
- Advancement: Experience points (XP) or milestone leveling? Milestone (leveling at story beats) is simpler; XP rewards combat and exploration more directly
- Death and resurrection: Are resurrection spells available? At what cost? Does death have permanent consequences, or is it a speed bump?
See our D&D homebrew rules guide for common house rules.
Character Creation
Mechanical Parameters
- Ability score method: Standard Array (15, 14, 13, 12, 10, 8), Point Buy, or rolling (4d6 drop lowest)? Standard Array and Point Buy produce balanced parties; rolling introduces variance that some groups enjoy
- Starting level: Level 1 is standard for new groups; level 3 gives immediate subclass access and more engaging first sessions
- Allowed species: All official species, or limited to the setting? A Warforged may not fit a low-magic medieval setting
- Allowed classes: All official classes, or restrictions? Check that the party has reasonable role coverage (someone who heals, someone who fights, someone who solves problems)
- Starting equipment: Standard equipment packages, or gold-based purchasing?
Character Connections
- Why is the party together? The most important character creation question. “You all meet in a tavern” works but is weak. Stronger: shared employer, common enemy, pre-existing relationships, or mutual obligation
- Character connections: Each player should have at least one connection to another player character. “We served in the same military unit” or “She saved my life once” provides immediate relational texture
- Character goals: Each character should have a personal goal beyond the campaign’s central plot. These goals give the DM hooks for side quests and character development arcs
For character backstory advice, see our character backstory guide and our D&D 5e beginner guide.
Safety and Boundaries
Content Boundaries
- Lines: Topics that are completely off-limits in the game. These are hard boundaries that will not be crossed. Common lines: sexual violence, harm to children, real-world political ideologies
- Veils: Topics that can exist in the world but happen “off-screen” — acknowledged but not described in detail. Common veils: torture, graphic injury descriptions, explicit romance
- Private communication: Encourage players to share sensitive topics privately with the DM rather than in front of the group. Some boundaries are personal and do not need group discussion
Safety Tools
- X-Card: A physical or virtual card that any player can tap to signal they want to fast-forward past current content. No explanation required. Simple and effective
- Open Door Policy: Any player can step away from the table at any time, no questions asked. Emphasize that this is always available
- Check-ins: The DM periodically asks “everyone good?” during intense scenes. Brief, normalizes the practice, catches issues early
Respect and Table Culture
- Phone policy: Phones away during sessions, or acceptable to check? Many groups allow phones on silent with the expectation that attention remains on the game
- Spotlight sharing: Encourage players to share the spotlight. One player dominating every social encounter while others sit silently is a common problem. The DM actively directs attention to quieter players
- Player vs. character conflict: In-character disagreements are healthy drama. Out-of-character frustration is a real problem. Distinguish between the two explicitly
See our tabletop RPG safety tools guide for detailed implementation.
Optional but Valuable
- Play a combat encounter. Run a short combat to teach new players the mechanics and identify rules questions before the campaign begins
- Establish campaign soundtrack. Does the DM use background music? Spotify playlists, Syrinscape, or ambient YouTube channels? Agree on volume and genre
- Snack protocol. Hosting logistics: who brings food, is the DM excused from hosting duties, rotating snack responsibility? Small logistics prevent recurring friction
- Photography and recording. Is anyone recording sessions for actual play purposes? Does everyone consent?
Session Zero Template
The session should flow in this order:
- Logistics (30 minutes) — Schedule, location, communication
- Campaign pitch (20 minutes) — DM presents the setting, tone, and hook
- Safety discussion (15 minutes) — Boundaries, tools, table culture
- Rules discussion (15 minutes) — Homebrew, optional rules, advancement
- Character creation (45-60 minutes) — Build characters together, establish connections
- Practice encounter (optional, 30 minutes) — Short combat to test mechanics
Total: 2-3 hours
Key Takeaways
- Session zero prevents the most common campaign-killing problems: mismatched expectations, scheduling conflicts, and interpersonal friction
- Lethality, tone, and content boundaries are the three most important alignment topics
- Character connections established at session zero create immediate party cohesion
- Safety tools (X-Card, lines and veils) are simple to implement and protect player comfort
- The 2-3 hour investment saves dozens of hours of conflict resolution later
Next Steps
- Learn the rules with our D&D 5e beginner guide
- Prepare to run the game with our DM tips guide
- Plan your campaign with our campaign planning guide
GoblinWars covers tabletop RPGs, strategy games, and fantasy gaming culture.
Sources
- D&D Beyond — Official Rules — accessed March 2026
- Roll20 Compendium — accessed March 2026