I ran a Session Zero on Friday for our new homebrew campaign. We had just wrapped up a 41-session, open-table campaign set in Melvaunt in Forgotten Realms, and this time we’re doing a homebrew, closed-table campaign. Every group’s Session Zero has different things to cover, but here’s what we found useful.
The questions I asked to better tailor this campaign:
- What was your favorite moment from the last campaign? Least favorite?
- What did you like in general about the last campaign? What did you dislike?
- Do you want to play one character over the new campaign or play multiple characters?
- Should we allow players to be resurrected or not?
- Do you like creating maps?
- Do you like codes and ciphers?
- What kind of records are you as a team going to keep about the world and your adventures?
- What types of monsters would you like to encounter?
- How would you feel about a session with no combat?
- How can we speed up combat? [We have 7 players, so I feel like it can bog down, though not every player felt that way.]
Introduction to any house rules. For instance:
- For a player who is not present during a session, their character is assumed to be present and along for the ride but not contributing much. An absent player’s character cannot be killed.
- At the end of a session, the players reach consensus on where they want to go the next session. [A complaint was how long it took them to decide which clue/quest to follow at the start of a session.]
- While the DM’s guide says a permanent magic item every five levels, we are going to have some different items that come along more often.
- Combat ideas:
- Everyone rolls for initiative (including me as DM for monsters). High roll goes first, then combat proceeds in clockwise order around the table.
- Players can postpone their turn if they are not ready. [We were already doing this.]
- If the AC is obvious (humanoid wearing armor), I’ll tell the players it. Everyone will roll d20 and damage die together, ignoring damage die if they didn’t hit.
- I’m going to provide better feedback into the declining health of the opponents.
Discussion of how the world differs from Forgotten Realms or other player expectations. In my case:
- There’s a shop with common magic items only, but anything rarer – even uncommon – will require tracking rumors and legends to find.
- Rather than copper, silver, electrum, gold, and platinum pieces, the lands use electrum pieces universally, though their home city is unique in that it has copper pennies too. The electrum pieces are the only reminders of the wider world of the vanished empire: which city-states used the minotaur coins, the winged horse, and the lion?
After much discussion of character races and classes, I had every player tell us about their character. I had already encouraged them to think of a high concept and troubled aspect of their character’s background. Then also had to tell us how their character knows the character of the player to their right.
I’ve already tweaked the encounter tables based on what I learnt from the session, and I have changed some of the clues and potential story lines. For instance, while one of our past players loved riddles and ciphers, that wasn’t something any of the current players wanted much of, so that series of clues is being revamped.
I believe the Session Zero is going to pave the way for another great 40-session campaign.
Update (2021-Oct-23): This actually did lead to a great campaign, with a truly creative ending by the players! Over the course of the year, it produced an enduring setting in which I’ve now run two other campaigns. One question I’m going to ask in future Session Zeroes: “Where do you want to draw the narrative line?” (Different answers from different players can possibly work in the same campaign).