D&D Session 0 Checklist: Everything You Should Cover Before the Adventure Begins
A Session 0 is not just a friendly chat before the campaign starts.
It is the campaign's foundation.
If that foundation is weak, the whole thing can wobble later. Not always in Session 1. Not always in Session 2. Sometimes the cracks only show after everyone has already invested weeks into the story.
That's why a good Session 0 checklist matters.
Not because Dungeon Masters need more paperwork.
Not because players need to be controlled.
But because everyone at the table should know what kind of adventure they are agreeing to before the first dice are rolled.
So here it is, laddie.
A proper Session 0 checklist, built in the order you should actually use it.
1. Campaign Premise
Start with the basic shape of the campaign.
Before players create characters, they need to know what kind of world they are entering.
Cover these questions:
What is the campaign about?
Where does it begin?
What kind of adventure should players expect?
Is the story mostly heroic, grim, silly, political, mysterious, dangerous, or cozy?
Are the characters local heroes, wandering sellswords, chosen champions, criminals, students, soldiers, explorers, or something else?
What level does the campaign start at?
How long do you expect the campaign to run?
You do not need to explain every kingdom, god, noble house, and ancient war.
Give players the information they need to build characters who belong in the campaign.
Bad pitch:
“This world has 4,000 years of history, seventeen empires, six dead gods, and a trade dispute involving enchanted barley.”
Better pitch:
“You are new adventurers hired to protect a frontier town built near ancient ruins. Expect exploration, monster threats, dangerous choices, and a mostly heroic tone.”
That is enough.
Players can build from that.
If this is your first campaign as a Dungeon Master, read Let's Get You Started on Your First Adventure, Game Master!.
2. Campaign Tone
Tone must be discussed early.
A campaign can survive weak tactics.
It can survive bad dice.
It can even survive one player naming his barbarian “Sir Bonkles.”
But it struggles when everyone thinks they are playing a different kind of story.
Discuss:
How serious should the campaign be?
How much comedy is welcome?
Is character death likely?
Is the world dangerous or forgiving?
Are moral choices simple or complicated?
Is romance part of the game?
Are horror themes allowed?
Are villains cartoonish, tragic, cruel, or complex?
Is the party expected to be heroic?
This prevents tone collision.
One player may want emotional drama.
Another may want tactical survival.
Another may want goblin nonsense.
None of these are wrong.
But the table needs to agree on the balance before play begins.
3. Player Expectations
Now ask what the players actually want from the campaign.
Do not guess.
Ask.
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Who enjoys combat?
Who enjoys roleplay?
Who enjoys puzzles?
Who enjoys exploration?
Who enjoys political intrigue?
Who enjoys character drama?
Who prefers simple quests?
Who enjoys open-ended sandbox play?
Who wants personal character arcs?
Who wants a relaxed social game?
This matters because different players can sit at the same table for completely different reasons.
One player may be there to act.
One may be there to solve problems.
One may be there to spend time with friends.
One may be there to finally use the paladin build he has been thinking about for six months.
A good Dungeon Master does not need every player to want the same thing.
But he does need to know what each player is hoping for.
If your group has quieter players, How to Enjoy D&D Without Being the Loudest Person in the Room may help.
4. Table Behaviour
This is where you discuss how people should treat each other during play.
Do not skip this.
Many table problems are not caused by the rules.
They are caused by behaviour.
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Should players avoid interrupting each other?
How should rules disagreements be handled?
Are phones allowed at the table?
Are side conversations acceptable?
How much joking is too much?
How should players share spotlight?
Is player-versus-player conflict allowed?
Is stealing from party members allowed?
Can characters keep major secrets from the group?
How should players raise concerns?
Be especially clear about PvP.
A lot of players think PvP only means attacking another character.
It does not.
PvP can also include stealing from allies, lying to the party, sabotaging plans, charming party members, or creating a character who constantly works against the group.
If the table allows that, fine.
But everyone must agree.
If not, say so clearly.
For healthier table dynamics, read The Strongest Character at the Table Is the One Who Listens.
5. Safety and Boundaries
This section protects the people at the table.
Not the characters.
The people.
D&D can include dark subjects, and not everyone wants the same things in their fantasy game.
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Are there topics that should never appear?
Are there topics that can exist but should stay off-screen?
Are there descriptions people want avoided?
Are romance, torture, body horror, child harm, abuse, slavery, racism, or sexual themes allowed?
What should someone do if a scene becomes uncomfortable?
Can players message the DM privately about concerns?
You do not need to make this awkward.
Keep it simple.
You can say:
“I want this campaign to be fun for everyone. Are there any topics we should avoid completely or keep off-screen?”
That is enough to open the door.
A Dungeon Master who respects boundaries is not being weak.
He is making sure people can trust the table.
6. House Rules
Now explain how your table handles the rules.
This must happen before players finalize characters.
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Which books are allowed?
Is homebrew allowed?
Are third-party options allowed?
How are ability scores generated?
Are feats allowed?
Is multiclassing allowed?
How does leveling work?
How do critical hits work?
Are critical fumbles used?
Is flanking used?
How does inspiration work?
How do rests work?
How does encumbrance work?
How do death saves work?
How does resurrection work?
Are there banned spells, subclasses, species, or backgrounds?
The key rule is simple:
If it affects character creation, say it before character creation.
Do not let a player build an entire character around a rule you plan to change later.
That is how resentment begins.
7. Character Creation Rules
Now get specific.
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Starting level.
Starting equipment.
Starting gold.
Ability score method.
Hit point method.
Allowed species.
Allowed classes.
Allowed subclasses.
Allowed backgrounds.
Alignment expectations.
Backstory length.
Character secrets.
Party roles.
Whether evil characters are allowed.
Whether joke characters are allowed.
Whether optimized builds are welcome.
This is also where you discuss power level.
Some groups love optimized builds.
Some hate them.
Some are fine with strong characters as long as they do not dominate the table.
Say what kind of character design fits the campaign.
A strong character is not automatically a problem.
A character who makes the rest of the table irrelevant is.
For players who worry too much about optimization, read Characters Who Aren't Optimized But Are Unforgettable.
8. Party Connection
This is one of the most important parts of Session 0.
The party needs a reason to stay together.
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Do the characters already know each other?
Why are they working together?
What keeps them from walking away?
Do they share a patron, guild, debt, mission, enemy, home, or goal?
Does each character have at least one connection to another party member?
Why would this group trust each other enough to adventure?
Do not allow this problem to appear in Session 1:
“My character would not travel with these people.”
Then make a character who would, laddie.
Characters can argue.
Characters can clash.
Characters can grow into friendship slowly.
But the players must cooperate in building a party that can actually function.
9. Backstory Expectations
Backstories are useful.
Until they become homework.
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How long should backstories be?
Should every character have a personal goal?
Should every character have an NPC connection?
Can players invent places, factions, or family members?
Will backstories matter in the campaign?
Are tragic backstories welcome?
Are secret backstories allowed?
Should players share backstories with each other?
A good backstory gives the Dungeon Master something to use.
It does not need to be twenty pages long.
A useful backstory usually explains:
Who the character is.
What they want.
What they fear.
Who matters to them.
Why they joined the adventure.
That is plenty.
10. Campaign Structure
Players should know what kind of campaign structure to expect.
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Is the campaign linear, open-world, or somewhere between?
Will there be a main quest?
Will players choose their own direction?
How much downtime will there be?
Will travel matter?
Will resource management matter?
Will factions matter?
Will player choices change the world?
Will there be long-term consequences?
This helps players understand how much initiative they are expected to take.
In a sandbox campaign, players may need to choose goals.
In a more directed campaign, players may expect clearer hooks.
Neither style is better.
But confusion between the two can hurt the game.
11. Combat Expectations
Combat expectations matter, especially in D&D.
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How often should combat happen?
Should combat be easy, moderate, dangerous, or deadly?
Will enemies fight intelligently?
Will enemies retreat?
Will monsters attack unconscious characters?
Will the party need tactics?
Will maps and miniatures be used?
Will theatre of the mind be used?
How long should combat usually take?
Are players expected to know their abilities?
If you want dangerous combat, say so.
If you want cinematic combat, say so.
If you want tactical combat where bad decisions hurt, say so.
Players should know whether they are walking into heroic fantasy or a meat grinder wearing a funny hat.
For more on running danger without becoming unfair, read How to Run Combat That Feels Dangerous Without Being Unfair.
12. Roleplay Expectations
Roleplay can be intimidating for new players.
Talk about it before play begins.
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Is speaking in character expected?
Is third-person narration allowed?
Are accents expected?
How much roleplay will there be?
Are emotional scenes welcome?
Can players ask for help during social scenes?
How should quiet players participate?
Are players allowed to say, “My character tries to persuade him,” instead of acting out every word?
Make it clear that roleplay does not require theatre training.
A player can say:
“My character apologizes awkwardly and tries to explain what happened.”
That counts.
Not everyone needs to perform.
Some players need permission to participate in a quieter way.
If roleplay makes someone nervous, Why Speaking in Character Feels Awkward can help.
13. Scheduling and Attendance
This section is not glamorous.
It may be the section that saves the campaign.
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What day will you play?
What time will sessions begin?
How long will sessions last?
How often will the group meet?
What happens if someone is late?
What happens if someone misses a session?
How many missing players cancels the game?
Will absent characters fade into the background?
Will another player control an absent character?
How far in advance should players warn the group?
What communication channel will the group use?
Do not rely on vague enthusiasm.
“We should play every week sometime” is not a schedule.
Pick the day.
Pick the time.
Pick the rule for absences.
Then everyone knows what they agreed to.
14. Online or In-Person Setup
The practical setup matters.
For in-person games, cover:
Where will you play?
Who brings dice?
Who brings snacks?
Who brings books?
Are food or venue costs shared?
Is alcohol allowed?
Is the space accessible?
Is parking or transport an issue?
For online games, cover:
What platform will you use?
Will cameras be on?
What voice chat will you use?
What virtual tabletop will you use?
Where will character sheets live?
What happens if someone has tech problems?
Will sessions be recorded?
This is also where you make sure everyone can actually play comfortably.
A brilliant campaign plan means nothing if half the table cannot attend, connect, hear, speak, park, or stay awake.
If you still need a place to play, browse The Tavern Network for tabletop venues, game stores, cafés, and clubs.
15. Communication Between Sessions
Campaigns do not only live at the table.
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Where will announcements be posted?
How should players contact the DM?
Are between-session questions welcome?
Can players discuss plans between sessions?
Can roleplay happen between sessions?
How will scheduling changes be handled?
How will session recaps be shared?
This is especially useful for players who need time to think.
Not every player responds well under pressure during the session.
Some players contribute more when they can process things between games.
Give them a place to do that.
16. Session 1 Starting Point
Before Session 0 ends, everyone should know how Session 1 begins.
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Where does the first session start?
Are the characters already together?
What is the opening situation?
What does each character need to prepare?
Should character sheets be finished before Session 1?
Should players send backstories to the DM?
Should players choose spells, equipment, and abilities before arriving?
Is there anything players should not prepare yet?
Do not end Session 0 with vague excitement.
End with practical clarity.
Players should leave knowing exactly what they need to do before the first real adventure begins.
The Complete D&D Session 0 Checklist
Here is the full checklist in one place.
Campaign Foundation
Campaign premise.
Starting location.
Starting level.
Expected campaign length.
Main type of adventure.
Campaign structure.
Player freedom.
World overview.
Important themes.
Things players should know before building characters.
Tone and Style
Serious, silly, or mixed.
Heroic, grim, cozy, dangerous, or chaotic.
Comedy level.
Horror level.
Character death expectations.
Moral complexity.
Romance expectations.
Villain style.
Consequence level.
Player Expectations
Combat preference.
Roleplay preference.
Exploration preference.
Puzzle preference.
Political intrigue preference.
Character drama preference.
Personal arcs.
Sandbox play.
Clear quests.
Spotlight sharing.
Table Behaviour
Interruptions.
Phones.
Side conversations.
Rules arguments.
Player-versus-player rules.
Party theft.
Character secrets.
Spotlight sharing.
Conflict resolution.
How to raise concerns.
Safety and Boundaries
Topics to avoid completely.
Topics allowed only off-screen.
Sensitive themes.
Romance and sexual content.
Horror descriptions.
Violence limits.
Private concerns.
What to do if someone becomes uncomfortable.
Rules and Mechanics
Allowed books.
Homebrew.
Third-party material.
Ability scores.
Starting equipment.
Starting gold.
Feats.
Multiclassing.
Critical hits.
Critical fumbles.
Flanking.
Inspiration.
Resting.
Encumbrance.
Death saves.
Resurrection.
Banned options.
Character Creation
Species.
Classes.
Subclasses.
Backgrounds.
Alignment.
Evil characters.
Joke characters.
Optimization level.
Backstory length.
Personal goals.
NPC connections.
Party roles.
Character secrets.
Party Connection
Shared goal.
Shared patron.
Shared enemy.
Shared home.
Shared mission.
Existing relationships.
Why the party stays together.
Why each character trusts the group enough to begin.
Campaign Play
Combat difficulty.
Tactical expectations.
Roleplay style.
Exploration style.
Downtime.
Travel.
Resource management.
Factions.
Consequences.
Player agency.
Logistics
Game day.
Start time.
Session length.
Frequency.
Absence rules.
Late rules.
Cancellation rules.
Communication channel.
Online tools.
In-person venue.
Food, cost, transport, and accessibility.
Before Session 1
Character sheets finished.
Backstories submitted.
Party connection confirmed.
Opening scene understood.
Required tools ready.
Schedule confirmed.
Communication channel active.
Everyone knows what to prepare.
Final Thoughts
A Session 0 checklist is not there to make your campaign stiff.
It is there to make your campaign stable.
You do not need to cover every item with the same depth.
Some groups need five minutes on house rules and thirty minutes on tone.
Other groups need five minutes on tone and thirty minutes on scheduling.
That is fine.
The purpose of the checklist is not to trap the table in procedure.
The purpose is to make sure nothing important gets missed.
Because once Session 1 begins, the adventure should feel like an adventure.
Not a negotiation nobody remembered to have.
So sharpen the axes.
Check the map.
Ask the hard questions early.
Then open the tavern door and let the trouble begin.
Continue Yer Adventure
If you're preparing your first campaign, these guides may help:
Running Your First Game: Keeping the Game Moving When Players Freeze
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