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The Importance of Session Zero in Your D&D Campaign

  • Writer: Grat Hodges
    Grat Hodges
  • Oct 14, 2025
  • 4 min read

Updated: Jan 27

Have you been on the fence about running a Session Zero in your campaign? Maybe the idea is new to you! Perhaps you're looking for ideas on how to run such a thing? Well, this is the article for you!


In recent years, Session Zero has become a common event in setting up a new game like Dungeons & Dragons or even Daggerwood's very own Road Rage RPG. Knowing how to best spend your time at that Session is important enough to warrant its own article. By popular demand, I'll take a look here at what makes it work.


What is Session Zero?


Session Zero is a format used to calibrate between the GM and players. It lays out the expectations, responsibilities, and boundaries of the group. This session can happen over multiple gatherings if players join the game at different times or due to real-life interruptions. Key to a good Session Zero is effective communication between the GM and players, and among the players themselves, about what they want to get out of the game. Character creation can be part of a Session Zero or come afterward, depending on the group and system.


Come Together for Session Zero!


Ideally, you'll want everyone together at the same time, either physically or online. This way, you don't have to double up on speeches. I start by outlining what the campaign is meant to be about, and then I discuss the player/GM contract and how we can all make it work.


Breaking this down further, discuss the themes of the game you intend to run, the genre of the game, and the system you're planning to use. If the group is open-ended, this may be quite in-depth as everyone has their chance to express what they want to play and how they want to play it. 7th Sea had a great little system for describing the elements of a game that people could choose. Players divided 100 points between Investigation, Politics, Romance, and Action, tallying up across the group to see what is most popular. If you know your group well, this part can be a quick process, but it's still good to restate your intentions in case people want something different.


The Social Contract


The player/GM contract is where everyone agrees on the behavior they will and won't accept in the game space. Things like being polite to each other, turning up prepared, and not shouting over people are crucial for keeping the group harmonious. You don't need to sign an actual contract for this to work; a verbal acknowledgment of the rules of the table will suffice for most people.


Logistics and Attendance


Practical matters are also important. Discuss how to fit ordering food or eating at the table around the game, what the start and finish times are, and how much warning the GM needs if the game will have fewer players or be canceled. Life sometimes happens despite our best plans, but having a contingency will help maintain the momentum of the campaign. Access for movement-limited individuals to get to the table or the bathroom is vital for everyone's comfort.


Themes & Topic Boundaries


Next, address boundaries regarding in-game themes and topics. When I run games, I usually make it clear that my games will have no sexual violence and no harming of children. Players can add their phobias, triggers, and squicks so that the game is immersive without being stressful or confronting. Matters like character death and how it is handled in the group are also important. Many people become attached to their character's story and may struggle with arbitrary loss due to a dice roll, while other groups relish the uncertainty of their mortality. The right answer is the one you can all agree on.


Fidget Toys and Electronic Accessories


You can also discuss how players who need toys or something to do with their hands can use (silent) fidget devices, knitting, sketching, doodling, stacking dice, or any other helpful focusing habit that suits their neurodiverse nature. One of my players needs to occupy their eyes with a mindless phone game to give their full attention with their ears. This could easily be misinterpreted as boredom if you didn't know why they were staring at their phone. The use of electronic devices used to be a big issue for a Session Zero, but nowadays, they are so ubiquitous and have so many legitimate applications to the game (dice rollers, character sheet managers, etc.) that a blanket ban is not a solution for most groups. Whether the game room has enough power points for six laptops is another matter!


AI Generated Artwork


A new issue that has emerged recently is the use of AI-generated artwork. If you have artists and creative types in your group, chances are they won't be happy with the game using AI assets. Be aware of the ethical and environmental issues around generative AI material. Check with the group on their position, as it may be a dealbreaker for some people's participation.


Building a Collaborative Atmosphere


There's a lot to cover if you want to be thorough, but it doesn't have to be a chore. Use your Session Zero as a chance to unite your players. Help them get to know each other if they don't already. Prepare them for the fun ahead. What you're really doing is clearing the path for an epic, collaborative, and hopefully impactful story to be told. The fewer outside issues there are to impede that, the more immersive the experience will be.


Conclusion


In conclusion, running a Session Zero is essential for setting the tone and expectations for your campaign. It fosters communication, builds trust, and ensures everyone is on the same page. So, take the time to plan and execute a successful Session Zero. Your players will thank you for it, and your campaign will benefit immensely.

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