Print It, Pin It, Play It: The Session Zero Toolkit Built for Real Kitchen Tables
Photo: game master notebook checklist tabletop RPG dice character sheets kitchen table, via antagonistsrpg.com
Every GM has heard the advice: run a session zero. Every GM also knows the reality — you meant to do one, the group chat stalled, and suddenly you're three sessions deep with a wizard nobody vetted and a Tuesday night nobody can commit to.
This article isn't another lecture on why session zero matters. It's the paperwork. Below is a practical, printable checklist built from real tables — a biweekly group in Columbus, a library club in Austin, a veterans' game in Tacoma — that you can fill out in twenty minutes and pin to your fridge, your Discord channel, or the inside of your GM screen.
Page One: The Scheduling Contract
Nothing kills a campaign faster than ambiguity about when you play. Don't "figure it out as you go." Fill this in:
- Game day and time: Actual day, actual start, actual hard stop. "Sundays, 2–6 PM, we start rolling by 2:30."
- Attendance rule: How many players do you need to run? Most tables pick three of four or four of five. Write it down so nobody argues mid-week.
- Cancellation window: 24 hours? Noon the day of? Decide now, while everyone's agreeable.
- The skip policy: Does a missed session mean XP? Side scenes? Nothing? Groups that answer this never weaponize it later.
One Columbus group we heard from laminated their scheduling sheet and stuck a magnet on the back. Three years running. That's not a coincidence.
Page Two: Tone and Flavor — The Whole Recipe
This is where most session zeros go vague. "We're doing a serious campaign" means different things to different people. Get specific:
- Seriousness dial (1–5): 1 is beer-and-pretzels chaos; 5 is critical-role-grade drama. Have everyone mark their number out loud. If the spread is wider than one point, talk about it now.
- Combat-to-roleplay ratio: Rough percentages. "60/40 fighting to talking" sets expectations better than adjectives.
- PvP: yes or no, full stop. If yes, define the edges. If no, define what happens when characters disagree anyway.
- Lethality: Are dead characters gone, or is there a resurrection path? Players make bolder choices when they know the stakes.
Page Three: Lines, Veils, and the X-Card
Content boundaries aren't a vibe check — they're a form. Use the standard structure:
- Lines: Hard no's. Nothing crosses them, ever, no negotiation. Common ones: sexual violence, harm to children, real-world racism played for drama.
- Veils: Topics that can exist but fade to black. Torture, addiction, body horror — name them so nobody gets ambushed.
- The stop signal: Pick one. A card on the table, a hand raised, the word "cut." Everyone agrees that the scene pauses, no explanation owed.
Collect these privately if your group prefers. A simple anonymous form works wonders for the quieter players at the table — and there's always at least one.
Page Four: Character Creation, Together
Character creation during session zero should happen in the room, not in a vacuum. The difference between a party and five loners with shared damage is about ninety minutes of collaboration:
- Build characters in a round. Everyone answers: Why do you know the person to your left? One sentence. Suddenly you have a party.
- Tie one backstory hook to the setting. The GM names a location or faction; each player threads their character into it.
- Set the stat rules in writing. Point buy? Standard array? Roll and hope? Decide before anyone touches dice, and record the decision on this sheet.
Page Five: Table Logistics Nobody Loves Discussing
The boring stuff is the load-bearing wall:
- Snacks and funds: Who brings what? Is there a group pot for pizza, or does everyone fend for themselves? (Ask our pretzels correspondent: food is a contract.)
- Phones and laptops: Allowed for character sheets only? Full ban? Half-ban? Pick one.
- New player onboarding: What happens when someone joins mid-campaign? Have a plan so the answer isn't "panic."
- The review clause: Agree to revisit this whole document after session five. Things change. That's fine — that's why you wrote it down.
Print It. Actually Print It.
The digital version of this checklist lives forever in a pinned message nobody reads. The printed version on the fridge works because it's there — visible, signed, a little bit official. Have everyone initial the bottom. It sounds corny. It works anyway.
Session zero isn't about bureaucracy; it's about spending one evening on the health of the next six months of game nights. Fill out the form, argue about the PvP clause, order the pizza, and start your campaign knowing everyone actually signed up for the same one.
Roll well. See you at the table.