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Session Zero: Setting Player Expectations Before the Adventure Begins

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I’ve seen a lot of things, friend—taverns on fire, betrayals in cursed temples, players arguing over loot while an ogre charged through the door. One thing I’ve learned? The most important session in any campaign is the one where nobody rolls initiative. It’s called Session Zero, and if you’re not running one, you’re gambling with your campaign’s future. For a broader look at modern Dungeon Mastering techniques, check out our guide on How to Be a Dungeon Master in 2025. This post is about Session Zero: setting player expectations so that the story starts strong, the group sticks together, and everyone has a damn good time.

So grab a tankard, take a seat, and let me walk you through how a bit of prep saves you from a lot of chaos.


What Is Session Zero?

Session Zero is a pre-campaign meeting where players and the Dungeon Master talk through what the game will be like. No combat (unless it’s a test run), no big reveals—just groundwork.

You’re not just planning characters. You’re aligning expectations, setting tone, and preventing a mess later when someone says, “Wait, I thought we were playing a lighthearted adventure and you’re running Curse of Misery: The Bloodening.


Why Session Zero Matters (Trust Me, I’ve Been There)

Have you ever been in a campaign where the rogue is stabbing nobles while the paladin’s quoting his oath mid-fight? That’s a tone mismatch. Or where one player thought PvP was okay while another lost their character sheet and their temper?

Yeah, that all starts with skipped expectations.

As someone who’s barely made it through a cursed jungle alive because two players couldn’t agree on whether to rescue or rob an NPC—I’m telling you—Session Zero saves lives.


Key Topics to Cover in Session Zero

Here’s the checklist I always recommend before the dice hit the table:

1. Game Tone and Theme

Are you running high fantasy, horror, political intrigue, or slapstick mayhem? Define it early.

Example: “This campaign is a gritty mercenary sandbox. Fewer dragons, more moral dilemmas.”

This is where players know what kind of heroes (or villains) they’re supposed to be.


2. Player Boundaries and Content Warnings

This isn’t just about avoiding discomfort—it’s about building trust. You don’t need to overexplain, just be clear.

Ask questions like:

  • Are there any topics to avoid?
  • Is PvP allowed?
  • What should be fade-to-black vs played out?

Respect at the table builds comfort, and comfort builds better roleplay.


3. Character Creation Guidelines

Lay out the rules up front:

  • Allowed books and classes
  • Starting level and gear
  • Homebrew rules (if any)
  • Rolling stats vs point buy (see our Rolling for Stats Guide)

This is also a great time to talk about party balance, and for players to link backstories or goals.


4. House Rules & Mechanics

You’d be amazed how many groups run combat differently. Clarify early:

  • Flanking: advantage or not?
  • Resurrection rules
  • Potions as bonus actions?
  • Encumbrance and travel rules

House rules are fine, but everyone should know them before the goblins hit the fan.


5. Scheduling & Commitment

Talk real-world stuff. When will you play? For how long? How often can people miss?

Not glamorous, but trust me: a campaign is only as strong as its calendar.

Bonus: Use a Party Contract

If you’re running a long campaign, have players agree on party goals like:

  • Stick together, even in conflict
  • Don’t kill or steal from each other without permission
  • Help drive the plot (not derail it)

Doesn’t have to be formal. Just make sure everyone’s rowing in the same direction.


What a Good Session Zero Looks Like

At Grim Tavern, when I run a game, here’s how Session Zero usually flows:

  1. I explain the world, the tone, and what I don’t want to deal with.
  2. Players pitch character ideas and link their stories.
  3. We talk about themes (e.g. redemption, rebellion, survival).
  4. I ask what kind of arcs they want—heroic? dark? open-ended?
  5. We lock in rules, books, and house tweaks.
  6. Everyone’s jazzed to play before we’ve even started.

It doesn’t have to be perfect, but it should set the tone for trust, creativity, and clarity.


Related Resources from the Tavern


Final Word from the Kegslayer

You can ignore this advice, sure. But don’t come crying to me when your wizard rage-quits after session three because the barbarian punched the quest-giver and ruined the whole arc.

Session Zero is where you decide if your campaign starts like a symphony… or a bar brawl. Make time for it. Your future self—and your players—will thank you.

Now pour a drink, lay out your notes, and have the conversations that matter before the swords come out.

Dave “The Kegslayer”, 18 campaigns, 3 betrayals, 0 regrets

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