Thursday, September 12, 2019

Session Zero Checklist

Games Mastery
Session Zero Checklist

Character Creation.

  • How do you roll your character ability stats? 4 dice, don’t count the lowest? Point buy? 

  • Are the Characters only using races and classes in the core rule book or any other books or home-brews acceptable?

  • Do you want to set up your characters personality before the game or grow it naturally during the game.

  • Do the PC’s already know each other? Were they hired to do a job together? Do their backstories relate to each other?

  • Make sure characters have specific goals that can lead to role-play opportunities and adventure hooks.

  • Add character backstories to your world. Or create locations together as a group.

Establish tone and genre of the game.

  • Fantasy with low or high magic setting, Sci-fi, Horror, western, A spy thriller, post-apocalypse setting?

  • Serious tone. Funnier themes?

  • What type of story does the group want to play? 

  • Epic quest or dungeon crawl, Monster Slaying, Political Intrigue, Heist, Survival, etc.






Choose characters alignment. Good or Evil Campaign?

  • Do the characters work well together? Figure out why the paladin is willing to travel with a pack of murder hobos.





What is your play style? Does it match with the players style?

  • Linear story or open world sandbox?

  • Hack-n-slash? Role-Play heavy? Or both?

  •  Exploration? Do players want a lot of puzzles and traps?

  •  Lots of voices and acting? Costumes and props at the table?





Establish your house rules. 

  • Do you allow players fight each other?

  • Do you confirm critical hits?.

  • No cheating on dice rolls, stats, keep track of spell slots and ammo. Do you re-roll if the dice doesn’t land flat?

  • Teach the players that they should know what they are doing on their turn. 

  • What rules do you use to for critical hits and misses? Can you crit an ability check or saving throw?

  • Are you using experience points or leveling by session or story arcs?

  • Do you use Inspiration points or Bennies in your game?

  • Are phones allowed at your table?

  • How much do you expect players to work together?

  • Do you use flanking rules or rolling advantage?

  • Will you be role playing shopping or travel time?

  • Will you be counting rations and encumbrance rules?

If you have time during session zero, start the game with a practice battle or encounter. New players might need to take extra time to figure out their characters abilities and combat rules.




Make a Schedule. 

  • Decide when and where the next session is.

  • Is the game a one shot or an ongoing story?

  • Will the story last 4 sessions or 2 years?

  • Is the group okay if a player misses a session or two? 

  • How does the group handle a missing player?

  • Do you want the whole party there every session?

  • When is the next game?

Mistakes I've Made As A DM, And What I should Have Done Differently.

I let a player torture a goblin for hours in game.

One of my first mistakes as a brand new DM was letting a PC torture an innocent goblin for hours in game. The player left the party and stayed behind to torture my poor NPC. Even after the party had already gotten the info they needed. I don't remember the details of the story or even what the player was asking about.

I played the goblin, saying over and over that the players already had the info. I don't know anything else! The player continued to stay separated from the party and described in detail what he wanted to do to the goblin, like putting the point of a dagger under the goblins fingernails.

 The player didn't get my hints and continued to try to torture this poor guy even after he knew that the goblin didn't know anything else. It was really creepy and weird. It still leaves a bad taste in my mouth to this day, over 15 years later.

Since I was new to the game, I didn't know what to do or how to handle it. My only strategy at the time was to repeat over and over again that I didn't know anything. I felt so uncomfortable and just wanted the player to get back to the group and on with the game.

Back then my stories and sessions didn't get very far. But I'll never forget this creepy torture players choices. It was really weird to me that someone would do that. Weird power fantasies I guess. I don't know how long it took in real time, but it felt like forever.

Looking back, there are a lot of things I could have done.

Most simply, I could have just said "You torture the goblin for a few hours and you get no other information from him. Now back to the players who are actually playing the game..."

 I let this gross player hog the spotlight and hog my attention instead of focusing on the players who were trying to advance the story.

I could have made the goblin suddenly get a lot stronger and just beat the player to a pulp. Good revenge, right?

I could have made that player miss out on the next battle or loot cache. He wasted so much time in game that I could have ruled that he wasn't there to join in with what the  group was doing.

I could have said, "The goblin doesn't know anything, you would just be wasting your time."

But being the nice guy I am, I let him role play that nastiness. Never again.


I stopped a fight mid-battle because I wanted to move on to the next dungeon. 

The players were around level 3 in Pathfinder. They were fighting some large trolls and the BBEG who was a female elf wizard. My plan was to set up how powerful the villain was by having her kill some NPC's and ultimately capture the players. I wanted the players to wake up in the next dungeon so I could get them to where the plot needed them to be.

The plan didn't go well.

I was being really lazy that day and didn't put any energy into the baddies goals or characterization. So the battle was droning on, and I got bored. I cut the fight so early that I didn't even get a chance to establish how powerful the enemy was. The players had no idea that they were supposed to lose.

I had no clue how to plan for this. But I know now what to do.

During battle, on my turn, I should have made the enemies hit harder right away. Establishing the story and plot points in round one.

I should have told them that there would be a transition cut scene, and they would get a good chance to escape afterwords. If the players knew this, they probably would have trusted me more as a DM and enjoyed the story.

Instead of a cool story scene introducing the bag guy, it was an awkward and abrupt cut mid-battle. The players didn't know what was going on.

I didn't communicate to the players and I didn't put any energy into telling a good story.

In the end. I told them that they were captured and left in a dungeon. I got them to the content I had prepared so the game would be easier for me, at the cost of some great storytelling.

I had no patience for myself, and the lack of confidence in telling the story.


I gave my players a powerful magic item and two MacGuffins without making them work for it.

I felt bad because that session only had two players, and they ran into a really hard encounter without the rest of the party to help out.

The encounter I prepared was hard because the PC's had just gotten to 5th level in 5e. They all got to attack twice per turn now. So I decided that all my enemies had multi-attack as well as a few hell-hound creatures that have a powerful fire breath weapon.

Since it was pretty hard and there were only two of them, I let them sneak past a few enemies and let the players find some magical stuff like a broom of flying.

Since I let them sneak past a lot of my encounter, I didn't have anything else specifically prepared and I wanted to wait until the next session for the other players.

I also didn't have much of the world prepared and I definitely didn't plan on the players having the power to fly wherever they wanted.

Most of the session had to be improvised and role-played because I let them skip past the prepared content. Since things weren't prepared properly, I was panicking about what to do.

 They were searching for MacGuffins and I gave those to them relatively easy too. I let them charm and steal from two different NPC's I had just made up and neither of them put up a real fight.

I knew beforehand that a player wanted a magic broom, and I should have prepared for it. I should have made them go on a quest for it. Make them explore and work for their items instead of just dropping exactly what they want in front of them.

In that session, I became a pushover DM. I knew what the players wanted and I gave it to them. Without any real obstacles in their way.

I screwed myself over in 4 ways. Giving them powerful items, Preparing an encounter that depended on a specific player who didn't show up, and letting them sneak past the obstacles that was supposed to be the entire session of content, and Improvising pushover NPC's who didn't have specific goals or character personalities. Therefore the NPC's were really lame obstacles that the players easily got past. These are all bad ideas.

In my career as a DM I have gotten more and more scared of railroading. In that fear, I have tried to say "yes" to just about anything my players want to do. Usually I can improvise my way out of most situations and get the players back on track, but this time, I let it go too far.

I became out of balance with my preparation and my improv.  My neediness to allow players to make  choices destroyed the session.

Overall, I think the players still had fun, they had a great time role-playing and charming NPC's. They were freaking out because the battle was super hard. The session had ups and downs like any good story. And at the end of the session they did ultimately beat the baddies, after I fudged the dice and lowered some HP. The fact that they were worried the whole time mad it an intense experience.

I also could have given players more hints to make the battle easier for them. "Do you have any spells or items that don't use up spell slots?" "Do you have something that does ice damage to hurt the flaming hell-hounds?"

The main lessons I have learned here is to plan correctly and follow that plan even if the story becomes a bit too linear. Communicate better with players to tell them where to go and what to do.

I always give advice to people about not planning too much and now it's bitten me in the ass. I still think you should only prepare for no more than 2 or 3 sessions at a time, because you still won't know what might happen. In my case I didn't prepare a single session properly.

I have grown a big ego about being able to improvise my way out of most game situations. This situation got me into trouble because I was too nice and unprepared.
















Wednesday, September 11, 2019

House Rules for My Table

During session zero, and before you start your first game with any group, make sure you establish your house rules and your expectations.
If your expectations aren't set, then each player will be expecting something different from you as the DM. Setting and establishing everything beforehand limits drama later on and ensures what type of game the players want to be a part of.

These rules are intended to reduce miscommunication and start out with everyone on the same page. The goal is creating a fun experience by working together.


So Here Are My Rules and Expectations

-No cheating. Fudging dice, faking stats, etc.

-No PVP. no killing or incapacitating PC's without consent.

-Results from a die roll can only be changed by the DM.

-Dice rolled on the floor don't count.

-Players are expected to share the spotlight and support other players. Don't Hog the spotlight. Sit back and allow other players to role play and use their skills without interruption.

-I expect players to know what dice to use.

-I expect players to be ready for their turns.

-I expect players to have a short backstory for their character and a character goal established before the first session.

-I expect players to pay attention and actively participate in the game.

-Keep side conversations to a minimum.

-Do not interrupt a scene when players or the DM are trying to role play. Wait for a scene or conversation to conclude before trying to start a new one.

-Critical hit rolls and calculating damage follow the rules in the 5e handbook.

-There are no automatic successes on skill checks when a 20 is rolled. Natural 20 critical hits only work with attacks rolls.

-The DM gets final say on how things work and what rules will be used. You can argue about rules after the game, but don't waste our time during play.

-I expect players to help each other out and support each other. Even in an evil campaign, the players should be working as a team.

-I don't worry about encumbrance rules, (within reason) counting rations and some other nitty-gritty rules.

-Be respectful to other players. We want a positive space for people to have fun.

-No charming, cursing, or otherwise trying to control other PC's. Special abilities and effects only work on NPC's. Players are there to play, don't take control of their characters unless you get a players consent and it's part of the story that the group agrees to tell.

-Any action will only happen in game if the DM says it does. This means that if the DM doesn't say it, or approve it, it doesn't happen.

-I know a guy optional rule. Where any player can make an NPC connection to get help in the current session or develop more of a backstory.

-Flashback scenes optional rule. Players can initiate a flashback scene to supplement their current actions. "Flash back to a week ago when I bribed a certain guard to let us get in with our weapons today"
"Flashback to my character writing a letter to the king, detailing the treasonous actions of a villain."