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Three D&D adventurers standing in the street of a fantasy city.

The D&D Session Zero Checklist (Updated for 2025)

Whether you’re a new Dungeons & Dragons player or seasoned veteran, starting a new campaign is always an amazing experience. But before your group of players sets off on their first adventure it’s a good idea to take a step back and make sure that everyone is on the same page.

Enter Session Zero, a chance for players and Dungeon Masters to establish expectations, create characters and clarify rules before the game begins. To help guide this process, we’ve put together a complete Session Zero Checklist, which is based on years of collective DMing experience as well as insights shared by the larger TTRPG community. It’s important to note that this checklist isn’t about setting hard and fast rules. It’s all about guiding conversations. That’s because every table is different, and what works for your group may not work for another. So take what you need, adjust it to your group’s style and drop what doesn’t work. Remember that the goal of a Session Zero is to create a engaging, respectful and fun environment for everyone in the group.

Three D&D adventurers wandering through a lush green countryside.

What is a Session Zero in D&D?

In Dungeons & Dragons, a Session Zero is a pre-campaign meeting where the Dungeon Master and players discuss expectations, character concepts and ground rules. The goal is to reduce potential issues that might come up later and to create a smoother and more enjoyable experience for everyone. Notably, the concept of a Session Zero was originally created by the D&D community, but has since become so widespread that it was included for the first time in the new 2024 Dungeon Master’s Guide.

During a Session Zero, players and DMs will typically cover:

  • Campaign Details: The DM introduces the world and narrative, allowing players to get a feel for what the game is about.
  • Game Rules: The DM establishes the D&D edition (i.e. the 2014 or 2024 rules of D&D 5e), plus any house rules.
  • Character Creation: Players share character concepts, backstories and how their PCs might know one another.
  • Player Etiquette: Players and DMs discuss table etiquette and any potentially sensitive or out-of-bound topics.
  • Scheduling & Logistics: The group agree on play frequency, dates/times and preferred methods of communication.
Three D&D adventurers standing in a lava filled pit.

The D&D Session Zero Checklist

Below is a detailed checklist for topics to cover during your Session Zero. Again, each table is different, so feel free to alter or drop any that don’t make sense for your group. Also, bear in mind that a Session Zero doesn’t have to feel like homework and can be a fun experience unto itself.

Discuss the world the campaign will take place in and any limitations that may impact character creation.

  • World: What setting will the game take place in? (i.e. Forgotten Realms, Eberron, homebrew etc.)
  • Class & Species Limitations: Does the setting limit any specific classes or species?
  • Tone: What is the tone of the campaign (i.e. horror, high fantasy, grim dark, low magic etc.)
  • Style of Play: Is the campaign more crunchy and rules focused or more about storytelling and roleplaying?
  • Pillars of Play: How much emphasis does the campaign put on the three pillars of Combat, Exploration and Social encounters?
  • Pre-made campaigns: If a DM is running any pre-made campaign content has anyone played it before (if so, this might cause issues)?
  • Campaign Length: How long (roughly) will the campaign be in terms of the number of sessions?
Three D&D adventurers in a dungeon.

Discuss the specific rules that the guide the mechanics of the game.

  • Edition: What edition of the game is being played (i.e. D&D fifth edition)
  • Compatibility: Can players use rules from older editions (i.e. play a D&D 2014 class using the new 2024 rules)
  • House Rules: Are there any specific house rules the DM is using that players should be aware of?
  • Homebrew Rules: Are there are any spells, classes, rules that the DM has homebrewed for the campaign?
  • Optional Rules: Are there any optional rules that the group will be using (i.e. Flanking)
  • Experience Points: Will the DM award XP for combat/encounters or will players level up after reaching certain story milestones?
  • Death & Resurrection: How lethal will the game be and what happens when players die?
  • Sourcebooks: Are there any specific books players should use (i.e. 2024 PHB) and are there books they can’t use?
Three D&D adventurers in a dungeon examining a symbol on the ground while a creepy cloaked figure approaches them.

With the campaign setting and rules established, players can now begin creating their characters.

  • Stat Generation: Will you use Standard Array, Point Buy or random rolling?
  • Species and Classes: Are there any restrictions on particular species and classes?
  • Backgrounds and Feats: Are homebrewed or third-party Backgrounds & Feats allowed?
  • Subclasses: Are there any subclasses which are not allowed?
  • Group Composition: Is there a good balance of classes in the party (i.e. healer, melee, magic user etc.)?
  • Character Relationships: Do any. of the characters know each other before the adventure begins?
Three D&D adventurers standing in an underground cavern.

The Dungeon Master should now establish expectations for player behavior at the table.

  • Off Limit Topics: Are there specific topics or controversial material that should be avoided (i.e. sex, incest, slavery etc.)
  • Safety Tools: Are there Safety Tools players can access if they feel uncomofrtable (for example, the X Card)
  • Cell Phones and Devices: Are phones allowed at the table and if so how can they be used (i.e. for D&D Beyond only)?
  • Food & drink: Who is bringing snacks, are there dietary restrictions and is alcohol allowed?
  • Crosstalk: How will you deal with player discussion and sharing the spotlight equally?
  • DM Authority: Does the DM have ultimate say on rulings or is the rulebook correct?
  • Metagaming: How will you handle player knowledge versus character knowledge (i.e. a player who knows a lot of the setting lore)
Three D&D adventurers laughing and drinking in a tavern.

Establish how often you’ll meet and how you’ll communicate:

  • Schedule: How often will you play and what time/day will you meet?
  • Location: Where will you meet and is there a backup location available?
  • Communication: How will you notify players of changes (i.e. email, Discord, text etc.)
  • Player absence: What happens to a player’s character if they can’t make it?
  • Rescheduling: How will you handle rescheduling if a session is cancelled?
Four D&D adventurers standing in a throne room.

Final Thoughts

While it’s tempting to just jump into a new D&D campaign without any setup, taking the time to go through a Session Zero Checklist can help you avoid a ton of potential problems later on down the line. And while at first glance a Session Zero might sound like an exercise in admin, it can actually be incredibly fun, helping build excitement and setting the stage for hours of unforgettable adventure.

More D&D Rules Coverage

For more from the world of Wizards of the Coast, visit our D&D Rules page.

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A photo of Dungeons & Dragons Fanatics Managing Editor, Cameron Nichols.
Cameron Nichols is a Senior Editor who lives in Boston, Massachusetts, and has been playing D&D since the early 90s, when he was introduced by his older brother and cut his teeth on AD&D 2nd Edition. Since then he’s played virtually every RPG he could get his nerdy little mitts on (including a weird Goth phase in the early 2000s when he rocked Vampire: The Masquerade pretty hard). His favorite D&D campaign setting is the Forgotten Realms and his favorite character to play was a Half-Orc Barbarian named Grug (who was unfortunately devoured by a gelatinous cube).
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