Running a Session Zero in Dungeons and Dragons 5e
- Jonas Nietzsch
- Jan 5
- 8 min read
Every epic tale begins with a spark, but the most enduring legends are forged long before the first die is rolled.
Imagine a group of strangers meeting at the mouth of a darkened cave. One expects a lighthearted romp through a goblin warren, another a gritty struggle for survival, and a third a deep, political drama. Without a shared vision, the fellowship collapses before the first torch is lit. This is why the Session Zero is the most critical ritual in any Dungeon Master’s toolkit.
A Session Zero is more than just a logistical meeting; it is the "Social Contract" of your campaign. It is the moment where players and DMs step out of the shadows of uncertainty and into the light of shared expectation. Whether you are venturing into a published module or weaving a homebrew epic, a Session Zero allows you to align your storytelling goals, establish firm boundaries through safety tools, and ensure that every hero at the table is playing the same game.
In this guide, we will explore how to run a Session Zero that transforms a collection of individuals into a cohesive adventuring party, setting the stage for a story that will be told for years to come.

Why Every Campaign Needs a Session Zero
The transition from a mere idea to a living, breathing world requires more than just a set of dice and a Player’s Handbook. It requires a shared foundation. Without a Session Zero, a campaign is like a ship setting sail without a compass. You might catch a good wind for a while, but eventually, you will find yourselves lost in a sea of conflicting interests. A Session Zero provides the necessary structure to ensure that everyone, from the most seasoned Dungeon Master to the freshest level-one player, is prepared for the journey ahead.
Defining the Purpose of a Session Zero
At its core, the purpose of a Session Zero is to establish the "Social Contract" of the table. It is a pre-campaign gathering where the group steps away from the mechanics of the game to discuss the nature of the game. During a Session Zero, the Dungeon Master introduces the world’s setting and central hook, while the players discuss their character concepts and how they might already be entwined. This meeting serves to clarify the "why" of the adventure: Why are these heroes together? Why does this story matter? By defining these elements early, a Session Zero transforms a disparate group of players into a unified fellowship.
Purpose
Why are the members in a party?
What is the nature of the game?
What is the general concept/hook of the campaign?
How will the adventurers fit into the campaign?

How a Session Zero Prevents Campaign Burnout
One of the most common "campaign killers" in Dungeons and Dragons is the slow creep of frustration that stems from misaligned goals. When a DM spends hours prepping a political intrigue mystery while the players only want a mindless dungeon crawl, burnout is inevitable. A Session Zero acts as a preemptive strike against this fatigue. By discussing the campaign’s expected length, the frequency of sessions, and the preferred "Pillars of Play" (Combat, Exploration, and Social Interaction), you ensure that the DM’s prep work aligns with the players' desires. A well-executed Session Zero creates a sustainable rhythm, keeping the excitement alive long after the novelty of the first session wears off.
Align goals of DMs and Players
Discuss length, frequency, and ‘Pillars of Play’
Aligning Player Expectations During Session Zero
Conflict at the table rarely comes from the dice; it comes from unstated assumptions. In a Session Zero, these assumptions are brought into the light. Are we playing a high-stakes, lethal "meat grinder" where character death is a constant threat, or a heroic epic where the protagonists are protected by "plot armor"? Is the tone dark and gritty, or lighthearted and whimsical? Aligning these expectations during your Session Zero prevents the jarring experience of a player bringing a joke character to a somber, gothic horror campaign. When everyone agrees on the "flavour" of the story before the first initiative is rolled, the collective storytelling becomes significantly more immersive and rewarding.

Setting the Tone and Genre in Session Zero
The atmosphere of a Dungeons and Dragons game is a delicate ecosystem. Without a focused Session Zero, you risk a "tonal whiplash" where one player describes a visceral, blood-soaked finishing move while another tries to name their familiar "Sir Fluffernutter." Using your Session Zero to anchor the story’s genre ensures that the narrative remains immersive and that everyone is contributing to the same cinematic vision.
Establishing the Theme: Horror, High Fantasy, or Comedy?
One of the first questions to answer in a Session Zero is: "If this campaign were a movie, what would the poster look like?" This is the time to decide if you are embarking on a classic High Fantasy epic filled with soaring magic and heroic deeds, a dark Horror campaign where resources are scarce and the shadows are hungry, or perhaps a lighthearted Comedy focused on zany antics and social absurdity. By selecting a theme during Session Zero, you give your players a creative compass. It allows them to tailor their character concepts, choosing the grim, haunted warlock for a Gothic tale or the charismatic, pun-loving bard for a swashbuckling romp, ensuring that every hero feels like they truly belong in the world you are building together.
Discussing the "Pillars of Play" in Your Session Zero
D&D is built upon three foundational pillars: Combat, Social Interaction, and Exploration. However, every group values these pillars differently. A successful Session Zero involves a transparent discussion about the "ratio" of these elements. Will the campaign be a "crunchy" tactical gauntlet where every square on the grid matters? Or will it be a narrative-heavy drama where sessions might pass without a single initiative roll? By defining these priorities in Session Zero, the Dungeon Master can prepare content that resonates with the players' interests, and players can build characters with the right utility, avoiding the frustration of playing a social-expert Rogue in a campaign that never leaves a monster-filled dungeon.
Deciding on Difficulty and Lethality During Session Zero
There is a vast spectrum between a "heroic power fantasy" and a "gritty survival simulator," and finding your group’s sweet spot is a primary goal of Session Zero. You must decide how lethal the world will be. Is character death a constant, looming threat where a single poor roll could end a journey? Or is the story one where the "Rule of Cool" prevails and heroes are rarely in danger of permanent demise unless it serves a major narrative beat? Establishing these stakes during Session Zero manages player expectations regarding risk. It ensures that when a character does fall in battle, it feels like a fair consequence of the established world-rules rather than an unexpected "gotcha" from the DM.

Safety Tools and Boundaries for a Healthy Session Zero
The most immersive stories are those where everyone feels secure enough to take creative risks. While Dungeons and Dragons often deals with conflict and peril, the discomfort should remain with the characters, never the players. A Session Zero provides a vital opportunity to install safety rails, ensuring that the dark corners of the narrative never cross the line into genuine personal distress. By integrating safety tools into your Session Zero, you foster a foundation of mutual respect that allows the game to flourish.
Identifying Triggers and Veils During Session Zero
Every player brings their own history and sensitivities to the table. During a Session Zero, it is essential to identify potential "triggers" specific themes or scenarios that could cause real-world distress and "veils," which are elements that can exist in the story but should be glossed over or "faded to black." Addressing these topics during your Session Zero removes the guesswork for the Dungeon Master. Whether it’s a phobia of spiders or a discomfort with scenes of intense gore, identifying these boundaries early ensures the game remains a sanctuary for everyone involved.
Implementing "Lines and Veils" in Your Session Zero
One of the most effective frameworks to introduce during a Session Zero is the "Lines and Veils" system. A Line is a hard boundary: a topic that is strictly off-limits and will not appear in the game under any circumstances. A Veil is a soft boundary: a topic that can occur in the narrative but will not be described in graphic detail, much like a camera panning away in a film. Establishing these during your Session Zero creates a clear, visual map of the "safe zone" for storytelling. This transparency allows players to engage deeply with the plot, knowing that their personal boundaries are documented and defended by the entire group.

Creating a Respectful Gaming Environment via Session Zero
Beyond specific triggers, a Session Zero is the place to define the general etiquette of the table. This is the moment to discuss "table talk," the use of phones, and how to handle inter-player conflict. By establishing a culture of consent and communication during your Session Zero, you empower your players to speak up if they ever feel uncomfortable. This proactive approach transforms the gaming table from a group of individuals into a supportive community. Ultimately, a Session Zero ensures that the only "monsters" anyone has to face are the ones written in the stat blocks, leaving the real-world atmosphere one of camaraderie and joy.
Finalising the Campaign Hook in Session Zero
The conclusion of a Session Zero is the bridge between theory and play. Once the themes are set and the boundaries are drawn, it is time to ground the group in the reality of your world. This final phase of the Session Zero transforms the abstract "social contract" into a tangible adventure, ensuring that when the players sit down for Session One, they aren't just a collection of stats, they are heroes with a shared destiny.
Introducing the Starting Location During Session Zero
Every great journey needs a point of origin. Use the final portion of your Session Zero to paint a vivid picture of where the story begins. Rather than a vague "you meet in a tavern," provide the players with the cultural and environmental context of their starting location. Discussing this in Session Zero allows players to anchor their characters to the setting:
Local Ties: Why is the Paladin a member of the local town guard?
Environmental Impact: How has the perpetual winter of the region shaped the Wizard’s spell selection?
Political Climate: Which local factions does the Rogue already have a "complicated" history with?
By revealing the starting location during Session Zero, you allow the players to weave their backstories into the very soil of the world.

Running a "Session 0.5" Mini-Encounter
If time permits, many DMs find success by ending their Session Zero with a "Session 0.5." This is a brief, low-stakes narrative encounter or a simple combat skirmish. The goal isn't to advance the main plot, but to:
Test the Mechanics: Let players see how their new abilities feel in practice.
Establish Group Dynamics: See how the characters interact before the high-stakes drama begins.
Build Momentum: Leave the table with a "cliffhanger" that makes the wait for Session One unbearable.
A quick "Session 0.5" at the end of your Session Zero acts as a dress rehearsal, ironing out any mechanical kinks before the real story begins.
Checklist: What to Review Before Ending Your Session Zero
Before the group departs, it is vital to perform a final "temperature check." A successful Session Zero should conclude with a quick review of the following checklist to ensure total alignment:
The Campaign Hook: Does everyone understand why they are adventuring together?
Safety Tools: Are the "Lines and Veils" documented and understood by all?
Logistics: Have we confirmed the date, time, and location (or VTT link) for Session One?
Tone Check: Is everyone comfortable with the agreed-upon lethality and genre?
Character Connections: Does every character have at least one meaningful tie to another player or a local NPC?
Once these points are confirmed, your Session Zero is complete. You have successfully navigated the most important step in campaign preparation, turning a group of players into a legendary fellowship.
