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00. 🫖 Session 0

Julio Toboso edited this page Sep 23, 2026 · 3 revisions

🧙‍♂️ Session 0

Session 0 is one of the most important parts of starting a Dungeons & Dragons game. It's when players create their characters, build relationships, and set up what they expect from the game. As a Dungeon Master (DM), helping players through this part makes sure everyone feels excited, comfortable, and ready to jump into the adventure. Let’s look at some ways to make Session 0 a success.

Session 0 is where the table agrees what kind of story this is, what stays off the page, and how the party already knows each other. GenLegend’s generator gives you a finished sheet; Session 0 turns that sheet into a person the table can play with.

Paths

Player path

  1. Finish a sheet in the generator (Species → Background → Class / Guild).
  2. Read your life and your Hook — the Hook is its own titled entry on the sheet, and it brings more than just flavour.
  3. Bring one open question about that character to the table.
  4. Character Creation · Backgrounds · example voice: Bard

DM path

  1. This page — tone, lines and veils, party bonds.
  2. First scene ideas: First session ever? Meet at a tavern.
  3. Compass when the table goes sideways: Themes.
  4. When the dice come out: Encounters & Fights · Combat.
  5. Overview: Home

What to settle before play

🎭 Setting the Tone

Before starting the adventure, it’s important to set the tone of the game. Will it be gritty and realistic, lighthearted and heroic, or dark and scary? Deciding on the tone makes sure everyone knows what kind of story they're telling.

Agree the feel out loud: heroic, gritty, comic, eerie, or a mix with a clear center. Characters should fit the tone, or knowingly push against it.

🚦 Lines and Veils

To create a safe and fun space for all players, set up Lines and Veils:

  • Lines: Not in the game. Hard stop. Strict boundaries. Things that will not be part of the game.

  • Veils: May exist off-screen; never described in detail. Topics that might come up, but only indirectly.

For example, you might set a line on torture as a way to get information, meaning it won't be included in the story. Setting these limits helps everyone stay comfortable and makes sure the game doesn't cross any lines that could make people uneasy.

Write them down where everyone can see them. Update them when someone needs to.

Party bonds

During Session 0, it helps to ask questions that make the characters and their relationships deeper. Here are some good questions to ask:

  • Are any of the characters related to each other?

    • Family connections can add interesting layers to the story, like heartwarming moments or sibling rivalries.
    • Are any of you related, sworn, or already in debt to each other?
  • What keeps the characters together?

    • Is it a shared quest, a common goal, or just trying to survive? Knowing what ties the group together is important to keep everyone interested.
  • What does each of you like — or need — from every other member?
    • This question helps players see each other as a team instead of just separate individuals, making their bonds stronger.

Ask enough that the party is a group, not four strangers who happened to roll initiative together:

Small answers beat long backstories. One shared obligation or one shared enemy is enough to start.

🛤️ Motivation and Railing

Character motivation is the key to making your campaign feel alive. Every character should have clear motivations, personality traits, and goals. These are like the "rails" of your story, giving players direction while still letting them make their own choices. Motivations could be personal (like avenging a loved one), moral (fighting for justice), or practical (seeking treasure or power).

Personality traits and goals also play into character growth. A character's story often comes back to these motivations, shaping what they do and how they interact with others.

Motivation as rail, not railroad

Each character needs a reason to stay in the next scene. Use the sheet’s Hook as the starting fact; leave a meaningful part open for play. Rule clarity stays separate from mystery: a sealed letter can be mysterious; an ability on the sheet cannot.

🤝 Relationships

Relationships with people outside of the party can make your character feel more connected to the world. Encourage players to think about important individuals in their character's life. Pick one or two, not a census:

  • Family

    • Does your character have a sibling they care about or parents they want to impress? Family ties can add an emotional layer to character motivations.
  • Friends

    • Who does your character turn to for support when they're not adventuring? Close friends can serve as confidants, or even become plot hooks for quests.
  • Rivals

    • Does your character have a rival from their hometown? A friendly (or not so friendly) competition can motivate your character to become better.
  • Mentors or Teachers

    • Did someone teach your character their skills? A mentor could call upon them for a favor or offer guidance during their journey.
  • Romantic Interests

    • Love can be a powerful motivator. A romantic partner might send letters, give advice, or become someone the character wants to protect.

These relationships make characters feel more real and give the DM opportunities to weave personal stories into the broader campaign, adding stakes beyond just treasure and power. Encourage players to think about how their characters know each other. Are they old friends, or did they just meet before the adventure? Have they bonded over shared struggles or fought side-by-side in a past battle?


From sheet to first scene

  1. Pick one detail the generator already printed (trade, Hook, notable feature, a name).
  2. Put a person or place beside it (a workshop, an inn, a harbour master).
  3. Leave one decision for the player in the first hour.

Worked examples live on First session ever? Meet at a tavern.


Session 0 is all about setting up the foundation for an amazing campaign. It’s the perfect time to create character motivations, relationships, and boundaries to make sure everyone feels comfortable and excited to play. As a Dungeon Master, guiding your players through these steps will help create characters that enrich the story, make the group dynamics better, and turn every adventure into something unforgettable.

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