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Session zero (tabletop RPG)

90 minutes 11 blocksFree Free template

A 90-minute session zero: the pitch, play-style vote, logistics, safety tools with anonymous lines and veils, then characters with ties to each other.

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90 min · 11 blocks, drawn to scale Fits exactly
  1. Who's at the table, 6 minutes 6
  2. The pitch: setting, tone and campaign length, 8 minutes 8
  3. What do you enjoy most?, 3 minutes 3
  4. Logistics: schedule, attendance, cancellations, food, 10 minutes 10
  5. Safety tools: how we pause, skip or step away, 8 minutes 8
  6. Lines and veils, collected anonymously, 6 minutes 6
  7. Table rules: phones, rules disputes, player conflict, character death, 8 minutes 8
  8. Break, 5 minutes 5
  9. Character creation and party ties, 25 minutesDiscuss 25
  10. Why the party is together, and the first hook, 6 minutes 6
  11. First session date and what to prepare, 5 minutes 5
023456890 min
  1. +0′Who's at the tableYour name, and the best moment you've had in any gameTip: New players can name a moment from a video game, book or film. It tells you what they're hoping for.6 minCheck-in
  2. +6′The pitch: setting, tone and campaign lengthTip: Three things to land: what the world feels like, how dark or light it gets, and roughly how many sessions you're planning.8 minInfo
  3. +14′What do you enjoy most?What do you enjoy most in a session?Tip: The split tells the GM how to balance sessions. A table split down the middle is normal; plan a bit of each.3 minVote
  4. +17′Logistics: schedule, attendance, cancellations, foodTip: Agree how often you play, the minimum number of players to run a session, how absent players' characters are handled, and who brings snacks.10 minDiscuss
  5. +27′Safety tools: how we pause, skip or step awayTip: Explain the tools you'll use, for example the X-Card or an Open Door rule: anyone can skip content or step away without explaining why. Practice once so using it feels normal.8 minInfo
  6. +35′Lines and veils, collected anonymouslyAnything that should never appear (a line) or stay off-screen (a veil)?Tip: Ideas show without names. Read them out as a list, without discussing who wrote what, and add them to your campaign notes.6 minBrainstorm
  7. +41′Table rules: phones, rules disputes, player conflict, character deathTip: Agree how rules questions are settled mid-game (GM rules now, look it up later works well) and whether characters can act against each other.8 minDiscuss
  8. +49′Break5 minBreak
  9. +54′Character creation and party tiesTip: Every character gets a link to at least two others: a shared past, a debt, a rivalry. Build together at the table, so nobody arrives with a loner who refuses to join the party.25 minDiscuss
  10. +79′Why the party is together, and the first hook6 minDecide
  11. +85′First session date and what to prepare5 minWrap-up

In short

A session zero is the meeting before a tabletop RPG campaign starts, where the group agrees expectations, logistics, safety tools and characters. This 90-minute plan covers the pitch, a play-style vote, scheduling, safety tools with lines and veils collected anonymously on phones, and character creation with ties between characters.
Time
90 minutes
People
GM and 3 to 6 players
Works for
D&D, Pathfinder and any RPG
Plan
Free

Updated October 4, 2026

What's inside

By the end of this meeting, the table shares expectations, has its safety tools and limits agreed, and every character has a reason to be in the party. The full agenda is drawn to scale above: every block has its own timer when you run it live.

How to run it

  1. 1Hold it before the first real session, with every player there; send the setting pitch a few days ahead.
  2. 2Ask about play styles with the vote so quieter players' preferences count as much as the loudest.
  3. 3Collect lines and veils on phones so nobody has to say them out loud, and read them back without discussing who wrote what.
  4. 4Leave the most time for building characters together, and give every character ties to the others.
  5. 5Send the summary as the table's agreement: schedule, safety tools, limits and house rules.

Questions people ask

What do you do in a D&D session zero?
Agree the campaign's setting and tone, how often you'll play, house rules, safety tools and content limits, then create characters together so the party has reasons to work together.
What are lines and veils?
A safety tool for tabletop games. A line is content that never appears in the game. A veil is content that can happen but stays off-screen, summarized rather than described.
How long is a session zero?
Usually one to three hours. Ninety minutes covers expectations and safety tools with time to build characters together; longer if everyone creates characters from scratch.

Run it with your group

Free
  • A timer for every block on the shared screen
  • Results, decisions and actions in the summary
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Free to use and to run live. No card needed.

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