âSession 0â is the pre-game evening to talk about the game, without having the game. I donât see any reason for five people to lose an evening, planning future evenings.
The notion of a session 0 has become so ubiquitous that blogs and vlogs seem to assume it. They say âduring your session zeroâ, not âif you have a session zeroâ.
Why Bother?
I canât find a single good reason in favour of spending this non-event.
People should know what theyâre getting into.
They should, but theyâll learn more about what theyâre getting into with session 1 than session 0.
Session zero is where you set expectations on acceptable behaviour.
This line gives me a foreboding feeling, as it inevitably comes with some horrifying story about a problem-player pitching up at a gaming table, and saying their character gropes other characters. Session zero then comes to the rescue, as the meeting which could have been an email, because apparently âsexual assault is bad, guysâ takes four hours to say.
Adults shouldnât have to hear this, but just for completeness, Iâm going to spell it out:
- Do you know the people at your table?
- No? Best avoid the topic. If seduction comes up, make a roll, and fade-to-black.
- Yes? Best ignore everyone on the internet trying to give you advice - they donât know your table.
Now hereâs the âsession zeroâ assumption, spelled out in full:
Session zero is where you set expectations on acceptable behaviour. If someone says theyâre up for sex-related content in the game, and everyone agrees, that means everyoneâs okay with it.
This is obvious nonsense. A lot of people will not be into it, but they wonât say anything, because they donât want to cause a fuss. Telling socially inept people to ask others about including sex in games night is awful advice.
People need time to make their characters
People should make characters in session 1, and if nobody can make a character and start the game within this time-frame, then the GM has a serious problem on their hands. If the system demands two hours to make a character, but you only plan on two-hour sessions, then your systemâs design will sap at your groupâs limited time. If your game needs short sessions, then it also needs fast, easy rules.
Session Zero lays out the gameâs genre and tone, and the kinds of content everyone wants to see.
We donât need 20 minutes per player to analyse a game which hasnât happened. Hereâs my last campaignâs description:
Done.
The best laid plans of dice and men will definitely go awry anyway. Youâll know the campaignâs themes and genre two sessions before it ends.
What if players want to say what themes they want? High vs low fantasy? Social intrigue vs combat.
Most DMs have a good chunk of their material written out beforehand, so things arenât always that flexible. But if someone really is a great improviser, the Campaignâs direction can - once again - change shape as it progresses.
Players need to know what each othersâ triggers are.
The RPG community have displayed a disturbingly fetishistic focus on trauma triggers, quite disproportional to their prevalence, and with bizarre solutions which could never find adoption in normal social settings. Most of humanity live life, discuss breaking news, watch films, and read books, without a lengthy introduction about content. If your solution for other peopleâs trauma doesnât work anywhere else, itâs not going to work at a gaming table.
Any time Iâve encountered people with a traumatic background that needs addressed, they mention it in private, not around a table in the open. If I ever get locked in a tiny box full of snakes, I wonât start talking about it to a full table of people; especially not during a would-be games night. I certainly wouldnât appreciate being asked about it publicly.
Players should take their time crafting backstories, and showing how they tie in together.
Boring! Nobody at the table writes for a living - in the best-case scenario theyâve written Twilight fan-fiction (and I say this with sincere acknowledgement that anyone who spends time writing fan-fiction probably writes more interesting stories than I do). The game derives interest from seeing an emergent narrative unfold from puzzles, decisions, and randomness. A session-zero with monologued backstories replaces the game with a creative writing workshop. And I guess thatâs something you might do, but itâs not my cup of tea, and definitely not something anyone should demand as a standard opening to a completely different activity.
Open Tables
Session zero setups create a barrier-to-entry for new players, closing off the table. If players need a full session to create characters, then the new player will need a session alone, while you explain how to make a character. If you explain the rules in session zero, then you need a new session zero for this player, or you need to find a new way to explain the rules.
Iâll take an open table[i] over a barrier-to-entry any day.
And So
The first session is session 1. For decades people have managed to actually start a game in session 1, including making characters, setting tone and theme, and without trying to poke into playersâ personal business.
Hereâs my session one[ii].