Session 0 - mezdef/DND5e GitHub Wiki
TL;DR
- The Golden Rule: Don't ruin someone else's fun
- Commitment and Punctuality: Commit to consistently show up and be on-time
- Sobriety: Don't disrupt the table by showing up intoxicated
- Phones: Put your phones away
- Disruptive Conversation: Limit non-game chatter during play
- Table Focus and Attention: Don't steal the spotlight, share it and encourage others
- Player Preparedness: players should be familiar with their character sheet
- Role Playing: Role Playing is not the same as Acting. Role Playing will be encourage and rewarded
- Cheating: it ruins the game, please don't
- Meta Knowledge: do your best to act only on what your characters know or communicate
- Power Gaming: optimize your character sheet to fit your roleplay and character concept
- Rules Debates: the GM will make a temporary ruling for the session and clarify with an official ruling after the game
- Unrequested Rolls: checks are requested by the DM, not the players
- Player Conflict: significant conflict between players is only allowed when it is consensual
- Player vs GM Mentality: remember, the GM is on your side
- Table Sensitivities: the GM will do their best to run an inclusive comfortable table for all involved
- Communication and Issue Resolution: please talk to your fellow players and GM. If you have a problem, bring it up and the GM will deal with it
- Feedback: the GM loves feedback. If it isn't fun, the GM wants to know so they can make it fun.
- Logistics: the GM will do their best to make sure some form of game runs every week. Momentum loss can kill games
What is D&D?
For new players diving into Dungeons and Dragons for the first time, it is important that they know what they are getting into. You don't have to get into the specifics. A short introduction will do.
“Dungeons and Dragons is a fantasy-themed game where players act the roles of characters that must work together towards a common goal, like saving the world or escaping Hell.
“How it works is that I as the Dungeon Master will give you a situation, and you as the players will tell me how you proceed. If there is a challenge, you roll a twenty-sided die, and depending on your character’s talents and the difficulty (or impossibility) of the challenge, you either succeed on your task or fail.”
Expectations and Behavior
The Golden Rule: Don't ruin someone else's fun.
The Silver Rule: Everyone is an adult and is expected to act, communicate, and respect each other as such.
The Copper Rule: If you feel something is awry, please talk to the GM about it.
Table Expectations
Commitment and Punctuality
Tabletop RPGs are a large commitment, but equally rewarding. They take a large amount of time from the players, and even more from the GM. Before committing to play as a group, you should make sure you are prepared to consistently show up and participate. This is a team sport, and by failing to turn up as promised you not only miss out on play time, but let the team down. Please respect each other's time and don't squander it.
- Session start times will incorporate a 15m buffer, after which play still start promptly
- For the proposed schedule, see the Campaign Pitch Document
Smoking, Alcohol, and Narcotics
You're welcome to do any and all of these on your own time, but the GM asks that you be considerate of the space and others while at the table.
- Do not turn up to the table under the influence, if you do you will be asked to watch or go home
- Some small indulgences may be appropriate during play depending on the style of campaign, see the Campaign Pitch Document
Cellphones, Digital Devices, and Player Attention
A fun and rewarding roleplaying hinges on the engagement and participation of everybody at the table. You look at your phone all day long, this is a nice way to get away from that.
- Phones should be on silent/vibrate and put away (there will be time before the game, during the break, and after the game for that)
- If a player must take an emergency call, the game will continue without them and their character will fade into the background
- Players are expected to be engaged, listening, and participating in table play, even when their character is currently not in the spotlight
Disruptive Conversation
Excessive non-game conversation during play can disrupt the flow and immersion of the game, so please try to limit it.
- If you want to talk about non-campaign things, there is time before the session, during the break, and after the session (not to mention Discord)
- Please limit out-of-character talk during play when possible
- Jokes etc are fine, the GM will re-focus the group fairly quickly however
Table Focus and Attention
Be aware that tabletop RPGs are team games and that each player should have their time to be the focus of attention and play.
- Share the spotlight
- Don't forcefully steal the spotlight from others
- Help others gain the spotlight (but be considerate of their comfort being in the spotlight)
Player Preparedness
The preparedness of players is what keeps the game moving in and out of combat. Players should:
- Bring and have at the ready any materials they need for the game (dice, character sheet, miniatures, note-taking materials, etc)
- Know their character sheet (know what skills they have, what their abilities and spells do, etc)
- Know what their character will do before their turn in combat (be prepared to declare your actions and roll any dice)
Player Roles
The GM has a lot of to keep track of at the table and appreciates any work the players do to share that burden and contribute to the table. None of these are set in stone, and none are required of players. However, if the GM may suggest employing certain roles if they notice problems or lacks at the table. These are worth considering:
- Chronicler: the GM expects each player to keep their own notes and listen for details, but having a comprehensive set of notes that can be posted to the notes channel after session and be referenced can help everybody.
- Treasurer: some care more about loot than others, but having someone keeping track and splitting as decided by the group can keep things smooth.
- Pack Rat: if encumbrance, provisioning, ammo etc is important in a game, designating one person who likes that kind of challenge to take care of the book keeping for other players smooth over logistics.
- Cartographer: needed somewhat more for in-person play, but having a spatially-aware player keeping track of location/direction etc and drawing out any needed location references can keep the party on-track.
- DJ: sometimes the GM likes to set moods with music, but a player operating the music can let the GM concentrate on more urgent matters.
- Rules Lawyer: if a rule needs to be looked up and the DM is busy, a player who enjoys rules and mechanics can help look up a rule for the GM to make a ruling
- Caller: A player (not, not a character) who listens to the characters and relays the totality of the party's actions or plan to the DM in a succinct and clear manner. This is particularly helpful with large player groups.
Table Behavior
Role Playing
The GM encourages and rewards Role Playing at the table, but only encourages Acting. Remember that these are two different things: Role Playing means communicating, making choices, and taking actions that fit your character; how you express the character though voices, accents, affectations, etc is Acting.
Cheating
Please be honest with yourself and the table. There is a lot of trust in D&D, it's is a cooperative game, so there really isn't much point to cheating and it cheapens the experience for the rest of the table. Perhaps more importantly, it will sour your own experience.
Meta-knowledge
While it can be hard to put aside what you know as a player and only rely on what your character knows, this is key to effectively role playing. Players should:
- Use only the knowledge their character's have
- Communicate and co-ordinate in-character
Power Gaming
Power Gaming (or Min-Maxing) is not inherently bad. It becomes an issue when players make choices to enhance their characters power at the expense of character depth or the fun of other players. These do not have to be mutually exclusive: you are encouraged to optimize your Character Sheet to best fit your roleplay concept.
- Make sure you don't significantly overshadow other players, everyone should feel like they contribute to combat
Rules Debates
The GM will do his best to store all the rules in his head, but even he is fallible. The GM prefers to keep things moving rather than squabble over rules. In the event that there is some question over a rule, the GM will:
- Make a temporary ruling for that session (usually in the player's favor)
- Look up and notify the group of a confirmed rule going forward after the session
Unannounced or Unrequested Rolls
Players should refrain from making unrequested checks—those are requested by the DM. Instead, Players should describe the action their character takes which will prompt the DM to describe the result of the action or ask for an appropriate check
PC: "I want to do a survival check to look for tracks" GM: "Your character doesn't know what a survival check is, how are you looking and what are you looking for?"
- Actions that would prompt checks—e.g. searching a room—take time, and thus the rest of the party should be prompted for their coordinated actions during this period
- A PC is going to search the desk for a key, this is going to take some time. What is everyone else going to be doing? Maybe the rogue wants to search the walls for secret doors. The wizard wants to cast detect magic as a ritual. The ranger stands guard at the doors, listening for any approach.
- These things can be resolved together which will cut down on meta-gamey attempts to try again to have done something the party has already attempted
Player and Character Secrets
Secrets can be fun and generate interesting drama, tension, and story. The GM will often pass private information to characters with the expectation they will act upon that information according to their character.
- Secrets achieve their when you reveal them
- Remember The Golden Rule
Player Conflict
Player conflict can result in great meaty roleplaying, but only when it is consensual between participants and does not detract from group fun. Remember: "It's what my character would do" is not an excuse for ruining another player's fun.
- Any action a player would take to directly negatively effect another player can be vetoed by the recipient of that action
- If the GM deems an intra-party conflict is slowing down or otherwise negatively effecting the group, they may instruct the players to table the conflict for resolution at another time (e.g. during character rest, downtime, etc)
Opposed Die Rolls
Character conflicts such as arguments etc can be resolved by opposed checks.
- For skill checks such as persuasion, the recipient may decided that, based on their character principles or ideals, they simply cannot be convinced
Player vs Player
Players should make every reasonable effort to avoid entering combat with other player characters according to their personality.
- Before any combat, the group (and particularly, participants) will discuss their comfort before continuing
- Combat will be paused at 50% HP (bloodied) to check the participants and groups comfort. It is suggested that combat end at this point as the character's have proved a point
- All PvP damage is assumed to be non-lethal (even from spells etc)
- Combat concludes when one character is unconscious
- Killing another character requires, participant, group, and GM approval and is highly highly discouraged\
Player vs. GM Mentality
If a feeling arises during or outside of play where either the GM or the players feel like they are in opposition to one another and are trying to 'beat' or 'get one over' on the other, then something has gone awry at the table.
The GM will push the party and challenge them as far as possible, but this is in the name of atmosphere, stakes, and a feeling of accomplishment through gameplay, not out of spite. Remember: the GM is on your side, the GM is invested and wants your characters to succeed and do amazing things.
- If you should feel something like this is happening, please talk to the GM about it
Table Sensitivities and Player Comfort
The table should be one in which each player is comfortable and able to enjoy themselves. No table is free of conflict (narrative or interpersonal), but that should be cause for discussion, compromise, and resolution (rather than schism). The GM will do their best to elide or remove material deemed objectionable, but if you think something is off, please bring it up during session 0 or with the GM privately.
Players and Player Discomfort
All Genders, Races, Creeds, etc are welcome at the table. A more diverse table is a more interesting table.
- Players making others feel uncomfortable or unwelcome will be asked to leave the table
- Don't forget The Silver Rule: Everyone is an adult and is expected to act, communicate, and respect each other as such
Sensitive Topics
For a specific 'rating' or tone for the campaign, see the Campaign Pitch Document.
Every player at the table (and the GM) will be treated as a responsible adult and is expected to consider the group when approaching any potentially sensitive topic.
Consult and proceed with caution
- Stereotyping
- Racism
- Prejudice
- Slavery
- Torture
- Sex and Sexuality
Not featured at this table
- Sex will not be narrated [veil]
- Sexual violence in any form will not feature in play or character backgrounds [line]
- Domestic abuse will not feature in play or character backgrounds [line]
Table Communication and Issue Resolution
Communication
- If the GM feels there is a problem at (or adjacent to) the table, they will privately remedy the situation
- If a player feels there is a problem at (or adjacent to) the table, please bring it up privately with the GM
- If player(s) are unhappy with the way the game is going or are not having fun in a given situation, the GM would love to know so they can adjust the game as necessary
- If player(s) want help with any aspect of the game (role play, mechanics, etc), the GM would be delighted to help
Issue Resolution
- For non-critical issues involving player behavior, a 3 strikes policy will be in effect
- Any significant decisions regarding the group will put to a group vote (the GM reserves the right of ultimate decision however)
Feedback
The GM would absolutely love the player's feedback on any aspect of the game and will be as responsive and accommodating as reasonably possible in the interests of improving the game. Do not be afraid of ruffling feathers. The GM particularly appreciates:
- Constructive feedback/criticism about the game and GM style
- Feedback regarding what is and isn't working for the players
- Feedback on what the players find fun
Schedule and Logistics
The single biggest contributing factor to a successful table is one that can stick together. Regularly scheduled games is a big part of that.
- Refer to the Campaign Pitch Document for the proposed play schedule
- Refer to the Campaign Pitch Document for the proposed play location
- Refer to the Campaign Pitch Document for the communication method
Player Absences
The GM will do their best to run a game on the appointed time and date every time. No play of any kind is a last resort.
- If players are absent, their characters will fade into the background for that session
- If a player is absent for a significant period of time, the GM will do their best to invent a narrative reason for this and provide some small narrative play for that player to bridge the gap
- A campaign session will go ahead as long as there are at least three player present. If the campaign is in a particularly quiet spot (e.g. a Downtime session), two players is acceptable.
- If a session is down a significant number of players, or the session would mark a key point requiring a particular player, then the GM will propose some other form of play, such as a Oneshot
Absence Notification
If a player will not be available for a session, they are expected to courteously inform the group 24 hours before the scheduled game.
- Last minute circumstances leading to an absence should be rare, but are unavoidable. It will become obvious if this is a pattern however.
House Rules
The GM will attempt to be as consistent with house rules as possible, however, the GM may also decide to make alterations to House Rules during a campaign either as an experiment, or as a fix.
Refer to the House Rules Document for any current changes to the default written rules.
Setting and Campaign
Refer to the Campaign Pitch Document provided by the GM
Table Style and Player Fun
Every player and GM will have their own ideas about what they find fun at the table. There is room for all of these ideas in each game as long as the players and GM are willing to communicate and collaborate.
GM Style Preferences
Many of the following will change based on campaign (see the Campaign Pitch Document), but in general the GM prefers:
- Speed: A game that doesn't get too bogged down in slow combat
- Gameplay Focus: A good mix of story and mechanics
- Narrative Focus: A strong story with plenty of room for dice to shape events
- Player Agency: A middle ground of Sandbox and Railroad
- Setting Disposition: A world that will react in reasonable ways to the choices and actions of the players
- Action Consequence: Consequence and danger that may be beyond the current abilities of the characters
- Player Danger and Mortality: Players should feel the weight and danger of the world in order to appreciate the heroic heights to which they can scale
Player Style Preferences
Based on the Campaign pitch document, what do the players feel
- Sounds most fun or exciting in the pitch
- What would they hope to see in this type/style of campaign?
In general (not pitch related), which aspects of tabletop RPGs do each of the players enjoy the most?
- Role Playing
- Combat
- Social
- Exploration
- Mechanics
- Loot
Character Creation
For Character Creation rules, see the bottom section of the House Rules Document.
The GM will provide players with a backstory/personality document to help write/imagine their character.
Party Composition
Players should play the character and class they wish. That being said, consider not having the same class/sub-class combinations in a group and how your characters might compliment each other in and out of combat.
- D&D 5e (and my style) is balanced around not needing a dedicated healer (Clerics rejoice)
Party Fit
You are welcome to imagine and create a character as you see fit. However, remember that D&D is a team social and combat game, and as such, you will be expected to create a character that can work with a party in multiple ways.
- Refer to the Campaign Pitch Document provided by the GM to judge how your character might fit into the world and party
- 'Loner' PCs are allowed, but expect to develop and evolve your character during play
- It is ok if a PC just tags along ONLY to do combat and avoid anything social, but D&D is a social game. I will encourage or prod the player to RP and create characters that mesh with others in the party.
Re-flavoring
The GM would love for the players to re-flavor their classes, races, spells, abilities, and items. If a player feels they can't achieve their vision using the available character creation options, consider re-flavoring an existing option.
Character Changes
Characters can often feel different in play to what you had imagined on paper. If you're unhappy or dissatisfied, please talk to the GM about it between sessions and something can be worked out.
- This is generally best done in the early levels