The D&D Session Zero Checklist

Updated September 2026. Written by the Threadfall team.

Session zero builds a party, not just characters. The tables that hold together tend to settle the basics first, the boundaries, the pitch, the schedule, who's playing what, and then play something short together before anyone commits to a whole campaign. A table that has fought one fight together usually walks into session one as a party; a table that has only talked often walks in as four strangers with backstories.

Everything on this page is a set of practices that have worked at a lot of tables, not a rule book. Take the parts that fit yours.

The three practices that matter most

  1. Settling the character-building rules and your hard no's before the table meets, so nobody negotiates them live.
  2. Playing out each backstory tie as a short scene before anyone opens a rulebook.
  3. Running a short mission before session one. A table that has fought one fight together is usually already a party.

GM callthe GM decides and moves on.   Sent to playersgoes out before the table meets.   Group decidessettled together, at the table. Checks are remembered in this browser. Clear all checks

On this page (9 sections)
  1. 1Before you meet
  2. 2At the table
  3. 3Starter mission
  4. 4After session zero
  5. 5Bonus ideas
  6. 6Who decides
  7. 7Printable checklist
  8. 8Private form
  9. 9FAQ

1.Before the table meets

A good default: settle the character-building rules and your hard no's before anyone shows up, because reworking them mid-campaign means reworking every fight you've already built.

2.At the table

What tends to work: everything here goes quickly when the slow thinking already happened before the table sat down.

3.Play a starter mission, not just a meeting

A starter mission tends to work when it ends with a reason to keep traveling together, not a fight nobody remembers by session three.

Keep it small and low-stakes. One encounter, maybe two, forty-five minutes to an hour. Nobody dies tonight, nobody inherits a tragedy they didn't choose. Giving every character exactly one moment where their build or their stated personality has to make a call nobody else at the table can make is what most tables remember: the rogue deciding whether to lie to a guard, the paladin deciding whether to let a thief go.

Then give them a reason to stay together. Build in a shared, concrete enemy the whole party beats together. End it with a job offer, a shared debt, or a threat that isn't finished, so "why are these people still traveling together" answers itself. Prep the enemy, the location, and each character's one choice; leave how they get there, how they solve it, and whether they like each other open.

4.After session zero

Worth doing within a day: the written summary, because week six is when everyone stops trusting their own memory of what got decided.

Write the summary within a day. The frame you agreed on, Lines and Veils, the pitch, house rules. This is the artifact everyone points back to when memory gets fuzzy, not anyone's recollection of the conversation. The session recap template works for it too, trimmed to the frame, the boundaries and the house rules.

Write down anything new where the table keeps its lore, not just what was drafted beforehand. Half of what actually gets decided at a session zero comes out in conversation, not on a form filled out days earlier.

Set a revisit date. Lines and Veils and house rules aren't permanent. Revisit them when the campaign's tone shifts, a new player joins, or enough time has passed that someone's lines might have moved.

If you run your campaign in Threadfall

Mark the first session as Session Zero and it becomes the campaign's Prologue chapter, outside the numbered sessions. Its GM drawer has three tabs that match this page: Backgrounds, one entry per character, assigned to the player who owns it and sealable to the two of you until it's revealed; World Building, where pasted lore is read and extracted into the Codex, with new entries stageable as hidden; and Lines and Veils, pinned to your GM Notebook's Table Rules card at every session after. Importing a sheet from D&D Beyond or Roll20 brings the backstory in under the same seal.

If you record session zero, the tool writes what actually gets played, not what gets planned: a talk-only night becomes a prep night with no chapter, though anything said out loud still lands in the Codex, and a night with real play, the starter mission or otherwise, gets a full Prologue chapter. You can overrule either verdict. If Lines and Veils is still empty afterward, Threadfall can draft it from what was said, for you to edit. Hand-tracking all of this stays free forever; players are always free.

5.Session zero ideas, not just a checklist

None of these are required. Pick one or two that fit the table you actually have.

6.Who decides what

The pattern that avoids most arguments: the GM sets the outer limits once, and the group decides the tone inside them.

Two questions decide most of the argument before it starts: when does this get settled, and whose call is it. Keep this section for settling an argument; the checklists above are the order of work.

Table 1. When each item gets settled
Before the table meetsAt the table
Your one-page prepCharacter concepts, laid out side by side
The one-page pitchWhere backstories connect, played out loud
The private pre-session formTone, inside the GM's limits
Backstory draftsThe merged Lines and Veils, written down
The GM's world building and loreHouse rules and table etiquette
The day and timeSchedule cadence and the missed-session rule
Where backstories and lore will liveWho tracks what between sessions
 The recording-consent sentence, said aloud
 The starter mission, played live
Table 2. Whose call it is
The GM decides aloneThe group decides, inside the GM's limits
Character-building rules: level, stat generation, starting gear, allowed sources, multiclassing, homebrewTone: grim, heroic, comedic, or a mix
Your hard no's: what's off the table entirely, no exceptionsSpecific boundaries and veils beyond the GM's hard no's
The campaign pitch's core premise and setting factsCharacter concepts and how they interlock
Who is GMingHouse rules and etiquette beyond the GM's few non-negotiables
The GM's non-negotiables: attendance, phones, how death and player-versus-player play workSchedule cadence, and who tracks what between sessions
The revisit date for Lines and Veils 

The character-building rules tend to be the GM's call because reworking them mid-campaign means reworking every encounter already built. Tone works the same way in miniature: the GM sets the outer limits with the hard no's, and the group decides the tone inside them. A table that skips the limits and jumps straight to "so what tone do we want" often ends up negotiating someone's hard limit in the middle of a group conversation, which is exactly what a private form is for.

Which safety tool the table uses is a judgment call. Some GMs run the specific tool as ordinary procedure, explained rather than voted on, so nobody has to be the one who asks for it. Others put it to the group like any other house rule. Pick a lane and be consistent with it.

Whether to record at all is the same kind of call. Some GMs keep it a GM decision, the same as the character-building rules; others treat it as a group decision, since everyone at the table is the one being recorded. This page doesn't take a side on who decides, only on saying so out loud once the choice is made: whoever is running the table speaks the consent sentence before pressing record.

7.The printable checklist

Print this page and only this block and the private form come out. Clear all checks to start fresh for a new campaign.

Before the table meets

At the table

After

8.The private pre-session form

Send these individually, with real lead time, rather than filled out shoulder to shoulder at the table. If someone joins late, a private minute with the form works better than asking them to answer out loud in front of everyone who already has.

  1. Is there a hard line for you, something you don't want in this game at all, no exceptions?
  2. Is there anything from a past game, yours or someone else's, you don't want repeated at this table?
  3. What would you rather happen off-screen than be played out at the table?
  4. How graphic do you want combat and violence to get?
  5. Is there a real-world topic too close to home right now, an illness, a grief, a fear you'd rather the game not lean on?
  6. Is there one quiet thing that would make you disengage, even if nobody else would notice it happening?
  7. Do you want your backstory shared with the table now, revealed as the story gets to it, or kept private, even from the GM, for now?
  8. What does your real schedule look like, and how much notice do you need if a session moves?
  9. What's the character you want to play, and one moment you want them to get? (Collected individually, not called out one at a time, so nobody's answer anchors everyone else's.)
  10. Is there anything about a specific person at this table worth knowing before I plan around them?

Two answers come back up at the table: what character everyone's playing (question 9) and whether backstories connect or stay separate (question 7), once everyone's seen the others' answers.

Two questions belong in the group conversation, not on this form: how much you want pulled into other players' plots, and what tone you're hoping for. Those live in section 2, because they're about the table's shared game, not any one person's limit.

9.Session zero FAQ

What is a D&D session zero?

The meeting before the campaign starts, where the table settles boundaries, tone, logistics, and characters before anyone rolls a die for real. It happens before session one, not as part of it.

Do I need a session zero checklist PDF?

No. This page prints. Use your browser's print or save-as-PDF and the checklist and the private form come out clean, no signup and no download required.

How long should a session zero take?

One sitting works for a table that already knows each other, two to three hours. A table meeting for the first time often runs better split into two sittings: the talk first, then the starter mission within a week once characters are finished. Either way, it helps not to let character creation eat the time meant for playing.

Can I run session zero over Discord?

Yes. Everything on this checklist works over voice chat, including the starter mission. Giving each character a moment that plays to voice, and slowing down on who's talking, helps, since cross-talk reads as silence in a voice call.

We already started the campaign without a session zero. Is it too late?

No. Run a short one now. Gather the table, work through the boundaries and house rules sections above, and treat it as a mid-campaign reset. It's worth doing the moment something at the table isn't working, not only at the start.

Should the GM or the group decide the tone?

Both, in that order, is the pattern that avoids most arguments. The GM sets the outer limits with the hard no's; the group decides the tone inside them, not around them. A table that skips straight to "what tone do we want" without the limits set first tends to end up negotiating someone's limit live, in front of everyone.

More: what makes a good session recap · the session recap template · record a session on Discord · What is Threadfall? · all Threadfall guides