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Tonight, I'm running a Session Zero, a pre-game meeting for a tabletop RPG where the GM and players prep and discuss the game they're about to play. Here are my best tips for your next Session Zero:

Tonight, I'm running a Session Zero, a pre-game meeting for a tabletop RPG where the GM and players prep and discuss the game they're about to play. Here are my best tips for your next Session Zero:

  • Matt London

    Posted 2 years, 10 months ago (Source)
    Tonight, I'm running a Session Zero, a pre-game meeting for a tabletop RPG where the GM and players prep and discuss the game they're about to play. Here are my best tips for your next Session Zero:
    • Matt London

      Posted 2 years, 10 months ago (Source)
      First, establish your non-negotiables, the things that you absolutely do not allow at your table. For me, it's simple: Don't be a jerk. No PvP Your character must WANT to be on the adventure. Have your turn ready. Don't be a jerk.
      • Matt London

        Posted 2 years, 10 months ago (Source)
        Let players play the characters they want to play. Party balance is overrated, and no subclass is really OP (you can just give them tougher challenges). Life's too short and campaigns are too long not to let people be the thing they're passionate about.
        • Matt London

          Posted 2 years, 10 months ago (Source)
          Let the players peek behind the curtain of the game they're about to play. But just a peek! The setting and basic premise are key info for players to build rich characters that fit into your world -- much more important than asking "Why is there a ninja in Dragonlance?"
          • Matt London

            Posted 2 years, 10 months ago (Source)
            Building on that, help each player create at least one hook for their character, something that ties them emotionally to each other, an NPC, or the world they will encounter in the game. Then flesh out your campaign with the payoffs for those hooks.
            • Matt London

              Posted 2 years, 10 months ago (Source)
              Take note of where players are stacking their character sheets. Does a player want to speak a lot of languages? Know about local government? Maybe they take an obscure feat that's rarely relevant. Now you can plan encounters that make it relevant! Let players feel clever.
              • Matt London

                Posted 2 years, 10 months ago (Source)
                Remember, the players are not the audience; they are your collaborators in the creation of the experience. From the beginning, work to establish that you all are on the same team, and agree on what kind of game you want to play. Do all that, and you'll be ready for Session 1.



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