Session Zero for Players

Session Zero is not “DM homework.” It’s where the whole table aligns on what the game is—so nobody has to guess what’s welcome, what’s off-limits, and how conflicts get handled.

Why players should show up prepared

Your DM may bring the world, but you bring commitment to the social contract. Showing up with intentions (not a novel-length backstory) makes the campaign more stable and more fun.

The checklist

1) Tone and rating

Agree on what the group means by “mature themes.” List hard lines (topics you don’t want) and soft lines (topics that need a heads-up or fade-to-black).

2) PvP and betrayal

Decide if player-vs-player conflict is allowed, and what “allowed” means (debate vs stealing vs PVP combat). If it’s not allowed, say so clearly.

3) Spotlight and sharing time

Commit to passing the ball: if you talk a lot, practice stepping back; if you’re quiet, practice one clear contribution per scene when you can.

4) Scheduling and respect for prep

Confirm how cancellations work, how much notice helps, and whether “extras” like maps or music are optional or expected.

5) Character hooks the DM can use

Bring two ties to the world (a person and a place, or a debt and a goal). Ask your DM: “Which hook is easiest to pull in first?”

6) Meta tools

Decide how you’ll pause for discomfort, retcon tiny mistakes, and check in if someone seems off after a heavy scene.

A one-line player promise that helps DMs

I’ll engage with what’s in front of me, support other players’ moments, and flag discomfort early.

After Session Zero

Write down three table agreements you personally want to keep. Small habits beat big speeches.

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