Session Zero
The primary technical goal of Session Zero is to move from "concept" to "sheet." This is the time to:
Audit Your XP: Ensure your total spend on Stats, Skills, Talents, and Abilities matches the Starting XP (usually ).
Balance the Party: Check if you have a good spread of Might (The Effort), Wits (The Precision), and Guile (The Edge). If everyone is a "brute," who is going to hack the vault or negotiate with the King?
Custom Ability Check: Present your custom Ability ideas to the DM. This is where you finalize the costs () and the specific "Rule Breaking" verbiage for your powers.
🌍 Collaborative World Building
While the DM provides the skeleton of the world, Session Zero allows the players to add the skin and muscle. You aren't just characters in the world; you are part of it.
The DM may ask for your input on:
Origins: What does your hometown look like? Is it a floating sky-island or a neon-slum?
Social Standing: Are you part of the ruling elite, a corporate cog, or a wasteland scavenger?
Geopolitics: How does your character view the current war, the corporate dichotomy, or the interstellar trade routes?
By building these "anchors," the world feels lived-in before the first die is even rolled.
🎭 Aligning Expectations
A great campaign happens when the DM's story and the players' desires intersect. This is the time to be honest about what you want:
The "Monster Bonker": You want high-octane combat, tactical challenges, and loot.
The "Diplomat": You care about justice, complex politics, and navigating social hierarchies.
The "Explorer": You want to uncover the secrets of ancient ruins or lost planets.
Sharing these expectations helps the DM make living changes to the campaign. If the party wants to focus on space-piracy rather than galactic diplomacy, the DM can adjust the narrative trajectory to keep everyone invested.
⏱️ Timing & The Transition to Session 1
How long should this take? It depends on the party's experience level:
Veteran Groups: If you’ve played TTRPGs for years, Session Zero might only take 1 hour. You can often jump straight into Session 1 the same night.
New Players: Plan for at least 2 hours. Take the time to understand the mechanic and how your specific stats interact with the TN (Target Number).
During this time, the DM will reveal the "Hook"—the immediate threat or mystery that your party will tackle in the opening hours of the adventure.