What Questions Should You Ask During a D&D Session 0?

The best Session 0 questions don't have right or wrong answers.

They have honest answers.

A good Dungeon Master isn't trying to convince everyone to play their campaign.

They're trying to discover what kind of campaign the entire table wants to play together.

Every question you ask should answer one of these five questions:

  • What game are we playing?

  • How do we want to play it?

  • How do we treat each other?

  • What happens when we disagree?

  • What do we need before Session 1?

If you can answer those five questions, you're already most of the way toward a successful campaign.

Let's break them down.

Questions About the Campaign

Start here.

Before players build characters, they need to understand the world they're entering.

Ask questions like:

  • Does this campaign sound interesting to everyone?

  • Are you looking for a heroic story, dark fantasy, political intrigue, exploration, or something else?

  • Would you rather have one long campaign or several shorter adventures?

  • How dangerous should the world feel?

  • Do you want a story with serious consequences, or something lighter and more relaxed?

  • How much freedom do you want compared to a more guided story?

The goal isn't to find the perfect campaign.

The goal is to make sure everyone is imagining roughly the same adventure.

Questions About Character Creation

Characters should fit both the world and each other.

Ask:

  • What kind of character are you excited to play?

  • Why would your character choose to join this adventure?

  • Does your character already know another member of the party?

  • What motivates your character?

  • Is your character willing to work with the group?

  • Does your character have any personal goals you hope to explore?

One question deserves special attention:

"Why would your character stay with the party?"

That single question prevents an enormous number of future problems.

Questions About Player Expectations

Different players enjoy D&D for different reasons.

Ask:

  • What do you enjoy most about D&D?

  • Would you like more combat, roleplay, exploration, puzzles, or investigation?

  • Do you enjoy difficult tactical encounters?

  • Do you enjoy acting in character?

  • Would you rather focus on story or mechanics?

  • Do you like personal character arcs?

  • How much downtime between adventures sounds fun?

This section is not about compromise yet.

It's about discovery.

Questions About Table Behaviour

Now we move away from characters.

We're talking about players.

Ask:

  • Is everyone comfortable sharing the spotlight?

  • How should we handle rules disagreements?

  • Is friendly teasing okay?

  • Is player-versus-player conflict allowed?

  • Is stealing from another player character allowed?

  • Can characters keep major secrets from the party?

  • Should phones stay off the table?

  • How should we handle interruptions?

Many future arguments disappear after answering these eight questions.

Questions About Boundaries

These are some of the most important questions you'll ask.

Not because they're dramatic.

Because they protect trust.

Ask:

  • Are there any topics you'd rather avoid entirely?

  • Are there themes that should stay off-screen?

  • Is romance welcome in this campaign?

  • Are horror elements okay?

  • Are there subjects that would make the game less enjoyable?

  • If someone becomes uncomfortable, how should we pause the game?

You don't need long discussions.

You simply need everyone to know they can speak up.

Questions About House Rules

Players should know how your table works before they build characters.

Ask:

  • Are feats allowed?

  • Is multiclassing allowed?

  • Which books are available?

  • Is homebrew allowed?

  • Are critical fumbles used?

  • Are there any banned subclasses, species, or spells?

  • Are there any rules you're changing?

Nothing frustrates players more than discovering a major house rule after they've already built their character.

Questions About Scheduling

This may not be exciting.

It might be the most important section.

Ask:

  • How often can everyone realistically play?

  • What day works best?

  • How long should sessions last?

  • What happens if someone can't attend?

  • How much notice should players give before cancelling?

  • What's the best way to communicate between sessions?

A campaign survives because people can consistently show up.

Questions About Compromise

This is the section I think many Session 0 guides forget.

Every campaign contains compromise.

No Dungeon Master gets everything they want.

No player gets everything they want.

The important thing is deciding where those compromises happen.

Ask:

  • Is there anything you hope this campaign doesn't become?

  • Is there anything you're willing to compromise on?

  • If two players want different things, how should we balance that?

  • How much spotlight should each player expect?

  • If someone consistently isn't enjoying the campaign, how should we address it?

The purpose isn't to solve imaginary problems.

The purpose is to establish that compromise is normal.

Questions About Disagreements

Disagreements happen.

Healthy groups plan for them before they occur.

Ask:

  • How should rules disputes be handled during play?

  • Should we stop the game to look up rules, or make a quick ruling and move on?

  • If someone feels frustrated after a session, what's the best way to raise it?

  • Should criticism happen privately or with the whole group?

The answer matters less than agreeing on one.

Questions Before Session 1

Before everyone leaves, make sure these questions have answers.

  • Does everyone understand the campaign premise?

  • Does everyone understand the tone?

  • Does everyone know the house rules?

  • Is every character finished?

  • Does every character have a reason to join the party?

  • Does everyone know when Session 1 begins?

  • Does everyone know what to bring?

If every player can answer "yes" to those questions, you've probably had a successful Session 0.

Final Thoughts

The best Session 0 questions are not about catching players out.

They're about building trust.

A Dungeon Master should never treat Session 0 like a list of demands.

Likewise, players shouldn't arrive expecting the Dungeon Master to grant every request.

The goal is to create a campaign that everyone is genuinely excited to play.

That means listening as much as talking.

It means understanding expectations before assumptions become disappointments.

And above all, it means remembering that the people around the table matter more than the characters on the character sheets.

Continue Yer Adventure

If you're planning your first Session 0, these guides pair well with this one:

More Tavern Goodness For Ya!

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D&D Session 0 Checklist: Everything You Should Cover Before the Adventure Begins