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    Home»Nerd Voices»NV Sports»How to Run Session Zero: Getting Characters Ready Before Game Day
    NV Sports

    How to Run Session Zero: Getting Characters Ready Before Game Day

    Jack WilsonBy Jack WilsonAugust 30, 20255 Mins Read
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    Look, a solid Session Zero might just be the best thing you can do for your campaign. You know what’s crazy? You can knock this out in under an hour and still cover everything – the vibe check, table rules, and here’s the kicker – making sure everyone actually shows up to Session One with a completed character sheet they can print. Let me walk you through how I’ve been doing this without turning it into some corporate team-building exercise.

    1) Start with the vibe (5–10 minutes)

    First thing? Figure out what kind of game everyone’s picturing. Are we talking grimdark where everyone dies, or something more Princess Bride? Dungeon crawling or political intrigue? Do you want those cinematic moments or are we going full tactical with battle maps? You’re not signing a contract here – you’re just making sure everyone’s watching the same movie in their heads. Oh, and drop any house rules now (you know, critical hits, flanking rules, whether potions are bonus actions) so nobody gets surprised later when their whole strategy falls apart.

    2) Comfort and table etiquette (5 minutes)

    This part’s quick but saves headaches. Phones on silent during combat? Cool. Questions about rules? Always welcome. Arguments about rules? Save them for after the scene. I’ve seen tons of experienced GMs over on Reddit’s massive RPG community swear by setting these boundaries early. Seriously, it prevents so much disruption later on.

    3) Character creation – done before game day (players’ homework)

    Alright, here’s my secret sauce for a fast Session One: players show up with sheets already done. Not half-done, not “I’ll finish it when I get there” – done. Give them one method and one deadline, that’s it.

    • Method: Standard array or point buy. Pick one. Everyone uses the same thing.
    • Level & options: Tell them the starting level, what classes/species/backgrounds they can pick, anything that’s banned.
    • Deadline: 24–48 hours before Session One. Why? So you can actually look at their sheets.
    • Tool (one click): Send this to your players with a simple “build it here, export as PDF” –
      make your character here

    That single link? Game changer. No more mixed formats, no more scribbled notes on napkins. Tell them to name their files something sensible (like Asha_Rogue_L1.pdf) and drop them in the group chat. Then you can quickly check for the obvious stuff – missing spell slots, forgotten languages, whether anyone actually remembered to buy rope.

    4) Party roles without min-max pressure (5 minutes)

    Do a quick check on what the party can actually handle: taking hits, healing, picking locks, tracking enemies, sweet-talking guards, scouting ahead. Perfect coverage? Not necessary. Awareness of gaps? Absolutely. Missing something crucial? Get creative – maybe there’s a hireling healer, or the local temple owes you one, or someone finds a set of thieves’ tools with a “how-to” note attached. Way better than forcing someone to play cleric when they really wanted to be a barbarian.

    5) Tie characters to each other (10 minutes)

    Two or three tiny connections between characters can make Session One feel alive instead of awkward. Try prompts like these:

    • I owe you because…
    • We both survived that thing with the…
    • You’re the only one who knows about my…

    Keep it snappy and playable. One connection per pair works fine. Meanwhile, you’re scribbling notes – a goal, a fear, and a relationship for each PC that you can pull on during the opening scene.

    6) Logistics that save an hour later (5 minutes)

    The boring but crucial stuff: session length, when you play, what happens if someone’s late, and your communication channel (WhatsApp? Discord? Carrier pigeon?). Where do PDFs live? Where does the loot list go? How do you handle rules questions mid-combat? Pick someone to write a one-paragraph recap after each session – rotate it so everyone stays engaged and nobody feels like the designated secretary.

    7) Your pre-flight review (GM, 10 minutes the day before)

    Time to skim those PDFs. Check the basics – AC makes sense? HP calculated right for their level? Skills match what they’re trying to be? Class features they probably forgot about? Then tweak your opener so everyone gets a moment: locked door for the rogue, nervous villager for the talker, weird tracks for the ranger, strange magical residue for the wizard. Someone’s sheet looking a bit thin? Prep a small bonus to help them shine – maybe a useful contact or a mysterious clue only they notice.

    8) Opening scene that launches instantly

    Your opener needs to start moving. No sitting around wondering what to do. The caravan jerks to a stop, arrows thudding into wood. The tavern ceiling creaks ominously, then crashes down. The magistrate slams her gavel: “You’re all deputized, effective immediately.” Give them a goal + obstacle + something ticking down and let them loose. Since all the paperwork’s handled, you’re in the action within minutes.

    9) The message you send to players (copy/paste)

    “Hey team – great Session Zero! Quick recap: we’re going for swashbuckly mystery, PG-13 vibes; no flanking rules; potions work as bonus actions; Saturdays 7–10. Please finish your character using that link, export a PDF, and drop it in chat by Thursday night. Name it YourName_Class_L1.pdf. I’ll check for any gaps and make sure everyone gets some spotlight in the opener. Session One starts in media res – expect action within five minutes.”

    10) Common pitfalls (and how you just dodged them)

    • Analysis paralysis: Solved. One method (standard array/point buy), one deadline.
    • Half-finished sheets: Solved. One tool + PDF requirement means no excuses.
    • Missing roles causing drama: Solved. Quick role check plus creative solutions.
    • Slow first session: Solved. Characters ready beforehand, opener that hits the ground running.

    There you have it. Your Session Zero doesn’t need to be some three-hour ordeal. Keep it focused, get those characters built ahead of time, and jump straight into the good stuff when you actually sit down to play.

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    Jack Wilson

    Jack Wilson is an avid writer who loves to share his knowledge of things with others.

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