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.
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
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.
What tends to work: everything here goes quickly when the slow thinking already happened before the table sat down.
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.
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.
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.
None of these are required. Pick one or two that fit the table you actually have.
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.
| Before the table meets | At the table |
|---|---|
| Your one-page prep | Character concepts, laid out side by side |
| The one-page pitch | Where backstories connect, played out loud |
| The private pre-session form | Tone, inside the GM's limits |
| Backstory drafts | The merged Lines and Veils, written down |
| The GM's world building and lore | House rules and table etiquette |
| The day and time | Schedule cadence and the missed-session rule |
| Where backstories and lore will live | Who tracks what between sessions |
| The recording-consent sentence, said aloud | |
| The starter mission, played live |
| The GM decides alone | The group decides, inside the GM's limits |
|---|---|
| Character-building rules: level, stat generation, starting gear, allowed sources, multiclassing, homebrew | Tone: grim, heroic, comedic, or a mix |
| Your hard no's: what's off the table entirely, no exceptions | Specific boundaries and veils beyond the GM's hard no's |
| The campaign pitch's core premise and setting facts | Character concepts and how they interlock |
| Who is GMing | House rules and etiquette beyond the GM's few non-negotiables |
| The GM's non-negotiables: attendance, phones, how death and player-versus-player play work | Schedule 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.
Print this page and only this block and the private form come out. Clear all checks to start fresh for a new campaign.
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.
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.
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.
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.
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.
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.
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.
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