How to Run a Session 0 for Your RPG
So, you’ve decided to run an RPG (like D&D) with your friends. That’s impressive! You’re almost ready to go, but you have this one thing to do first: Session 0.
“Wait, what’s that?” you ask. Don’t worry, it’s not as scary as it sounds. Session 0 is a way to lay the groundwork for the campaign, so everyone knows what to expect.
It’s a pre-game meeting where you set expectations, create characters, discuss house rules, and make sure everyone is on the same page.
It’s like getting your gear ready before heading out on an adventure; you want to make sure everything’s in place.
In this blog, I’ll explain what a Session 0 is, why it’s necessary, and how to run one that sets you up for a successful and fun RPG campaign.

Let’s kick this off.
What’s a Session 0?
When you start any new RPG campaign, there’s a lot of excitement, right? You want to get into the action, roll dice, and see what crazy things happen.
What it comes down to is: RPGs are all about collaboration. It’s a group experience; to be fun for everyone, you must first get the basics out of the way. That’s where Session 0 comes in.

So, what is it exactly? A Session 0 is the first meeting before your campaign begins.
It’s where you and your players gather around (either in person or online) and discuss everything you need to know before jumping into the game.
You won’t be rolling dice or killing monsters in Session 0; this is just planning time.
Session 0 is like the introduction. It’s where you meet the people you’re playing with and agree on the ground rules.

- Set clear expectations for the game (what kind of adventure is this?).
- Build characters and figure out who’s playing what.
- Agree on the boundaries for the game (what’s cool and what’s off-limits).
- Discuss any house rules you want to follow.
- Set the schedule and logistics for the campaign (how often will you play, where, and how).
By getting this sorted before the game officially starts, you’re laying the groundwork for a smoother, more fun RPG experience.
It also helps prevent those awkward moments when someone’s character wants to do something that doesn’t fit with the rest of the party, or when a player’s expecting a gritty, dramatic campaign but everyone else is just here to have a good laugh.
1. Setting Expectations: What’s the Game Gonna Be Like?
All right, before the dice hit the table, the first thing you need to do is set expectations.
It’s important to talk about what kind of game you’re all signing up for, so no one gets disappointed when things don’t go as expected.

Now, not everyone playing will have the same idea of what an RPG is. Some people might be here for the epic battles, others might be all about the role-playing and character development, and some might want to blow stuff up and have fun.
That’s why it’s super important to lay this out early on.
- Tone of the Game: The first thing to discuss is the tone. Is this going to be a fun, lighthearted campaign where you can joke around and mess with each other? Or will it be more serious, with intense moments of danger and high stakes? You don’t want someone showing up expecting to role-play a super deep backstory when the rest of the group is just looking to hack their way through a dungeon and crack jokes.
Let everyone know if it’s going to be serious or silly. And if you’re aiming for a mix, make sure everyone’s cool with that blend of humour and drama.

This will help set the vibe for how everyone plays.
- Session Length: The next thing to nail down is how long each session will be. Will you play for a few hours, or will you play all day? If everyone’s only available for a couple of hours, that’s good to know upfront so you don’t end up with an awkward rush to finish a major battle or story moment.
Also, agree on how often you’ll be playing. Is this a weekly game? Once a month? Get everyone’s availability and set a regular schedule. This makes planning easier and ensures everyone’s on the same page.

- Game Style: Are you planning to run a combat-heavy game where fights happen every session, or will much time be spent talking to NPCs, solving puzzles, and exploring the world? Some players love getting into deep character interactions and uncovering mysteries, while others want to focus on fighting monsters and levelling up. Make sure everyone knows what type of experience they’ll be having.
Once everyone knows what kind of game they’re getting into, it’ll be easier to enjoy without anyone feeling left out or disappointed.
So be clear about the game’s tone, the session length, and the kind of adventure you’re running.
And don’t be afraid to adjust these things as you go; check in with your group if you want to change the game’s direction.
2. Building Characters: Your Hero’s Time to Shine
Now comes the fun part: character creation. The players bring their heroes (or villains) to life here! But don’t worry, this doesn’t mean you need a 20-page backstory. Just a few basic details can go a long way.

Here’s how you can guide the character creation process:
- Backstory (Keep it Simple): Each player will need a backstory for their character. It doesn’t have to be long or detailed, just a couple of sentences to give their character a reason to be on the adventure. Maybe they’re a rogue trying to get rich, or a wizard seeking ancient knowledge. The point is to give the characters some personal motivation to make them interested in playing.
If you’re the Dungeon Master (DM), encourage players to keep their backstories simple but meaningful.

Ask questions like: What does your character want? What’s their biggest fear or goal? What’s something interesting about them that could come up during the game?
- Party Fit: Make sure the characters fit together as a team. If everyone picks similar characters (like all fighters or all healers), you might run into problems when it’s time for battles or solving problems. You want to have a nice mix of abilities. If one person is a tanky fighter and another is a wizard with healing magic, they’ll balance each other well. Make sure there’s someone who can take hits, someone who can deal damage, and someone who can provide support.
- Character Goals: This part is key to making the game more immersive and personal. Ask each player what their character wants out of the game. Maybe they’re looking for revenge or want to uncover a lost treasure. By giving the character a goal, you help them have a more meaningful connection to the story. As the DM, you can use these goals to shape the campaign and add personal stakes.
Once everyone has their characters, talking about the group dynamics is essential. Are the characters friends already?

Are they all strangers brought together by fate? Discussing these relationships will make the start of the adventure feel more connected and engaging.
- Character Class and Race Choices: Make sure everyone knows what class and race they choose for their character. Whether they’re a fighter, wizard, rogue, or cleric, this will help shape their abilities and role in the group. Just make sure that no one feels like their character is out of place, and that they complement the rest of the party.
3. Discussing Boundaries: What’s Off the Table?
RPGs can sometimes bring up intense themes like violence, betrayal, or loss, and ensuring everyone at the table feels comfortable is essential.

Boundaries are crucial; an open conversation about them before the game starts can prevent uncomfortable moments.
Here’s how to approach it:
- Sensitive Topics: Take some time to check in with your players about sensitive topics. Ask if there’s anything they don’t want in the game. This could be anything from explicit violence to certain types of humour or horror. Not everyone wants to play in a game that involves death, torture, or other heavy themes. Get everyone’s input so you don’t accidentally push anyone too far.
- Safety Tools: You can introduce safety tools to make everyone comfortable. For example, you could use an X-card, where a player can raise the card (or signal it) if something in the game makes them uncomfortable. You can also establish a “safe word” or gesture to stop the action if something crosses the line. These tools ensure everyone is comfortable and no one feels pressured to keep playing in an uncomfortable situation.
- Tone of the Game: Reiterate the tone of the game. Let everyone know if you’re going for a lighthearted, fun adventure. If there will be darker moments, ensure everyone is on board. You can have dark themes in your RPG, but everyone must agree beforehand.
- Making the game Safe: It’s essential to foster an environment where everyone feels safe to express their opinions or needs, and no one feels left out. Ensure players can speak up if something feels wrong during the game.
Discussing boundaries upfront creates a respectful space where everyone can have fun without crossing any lines.
4. House Rules: Tweaking the Game to Fit Your Group
Now that you’ve gotten everyone on the same page with expectations and boundaries, it’s time to talk about house rules.

You can tweak or add these rules to the base game to make it more fun for your specific group.
Here are some house rules you might want to consider:
- Critical Hits and Misses: Adding special effects can make vital hits (20s) and misses (1s) more fun. For example, you could deal extra damage on a critical hit or get a special ability, like knocking the enemy down. On a crucial miss, your character accidentally hits an ally or does something funny instead of what they intended.
- Levelling Up: Do you want your players to level up quickly, or are you aiming for a slower progression? Some DMs give XP for everything, while others only award it after significant moments in the story. Talk about what works best for your group.
- Resting and Healing: Decide how resting works in your game. Are long rests easy to come by, or do you want them to be harder to achieve? You may have players work for their rest or make it challenging to regain spells and health. This could change the game’s flow and make players plan more carefully.
- Experience from Role-Playing: Some DMs reward players with experience points for great role-playing, while others focus mainly on combat. You can create house rules that reward players for living their character’s backstory and making good choices.
House rules make the game fun and fit your group’s play style. You can constantly adjust things later, but it’s essential to let everyone know these tweaks upfront so there’s no confusion later.
5. Logistics: When, Where, and How Are We Playing?
The final step is to figure out the logistics. This is the boring part, but ensuring everything runs smoothly is essential.

Here’s what you need to cover:
- Scheduling: When are you all going to play? Be sure to get everyone’s availability and pick a time that works for everyone. Are you playing weekly, bi-weekly, or whenever people have free time? Set a date and stick to it.
- Online or In-Person: Will you play in person or online? If you’re playing online, decide on a platform (Roll20, Zoom, Discord, etc.) and make sure everyone knows how to use it. If you’re playing in person, confirm the location and what materials everyone needs to bring.
- Materials: If you’re playing in person, ensure everyone has dice, character sheets, and whatever else they need. If you’re playing online, make sure your group knows how to use any tools or digital resources you’ll be using.
- Snacks and Comfort: RPGs can take a while, so make sure everyone’s comfortable. Is there food or drinks involved? Who’s bringing what? Getting that sorted beforehand can help the session go smoothly without interruptions.
What are your thoughts?
That’s it! Now you’re ready to run your first Session 0. It might seem like a lot of talking, but trust me, it’s worth it.

By setting expectations, creating characters, establishing boundaries, and getting the logistics sorted, you’re setting yourself and your group up for a great time.
Once you’ve done all this, you can dip into the actual campaign knowing everyone’s on the same page. It’ll make the adventure way more enjoyable for everyone involved.
Good luck, and may your dice always roll high!
FAQs
1. Do I need a Session 0?
It’s not a must, but it’s helpful! It ensures everyone is on the same page about the game and makes for a smoother experience overall.
2. How long should Session 0 take?
Usually around 1-2 hours, depending on how deep you go into character creation and discussion. Don’t rush it!
3. Can I skip character backstories?
You don’t have to go deep, but a few sentences about who they are and what they want can make a huge difference in how they interact with the story.
4. Can we change house rules later on?
Absolutely! If something’s not working or you want to adjust the pace of levelling up or the difficulty of healing, you can always tweak the rules.
