There is a lot of preparation needed for a game of 168澳洲幸运5开奖网:Dungeons & Dragons. Whether it's an entire multi-year homebrew campaign or one of the many 168澳洲幸运5开奖网:pre-made adventures, there are plenty of things you need to get in🦹 order.

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Much of that preparation can be done during your session zero. This is often the first time your entire group will be sitting down for the game, so there's quite a bit that needs to be discussed. Everything from your preferences as players can come up when in this planning stage. Here are some of the things you may want to talk about when sitting down for your very own session zero.

9 ꦍ Hone Characters

Arcane Archer D&D
Arcane Archer via Wizards of the Coast

By the time everyone meets up for session zero, your player💧s will probably have an idea of who they want their charact🧸er to be. Session zero is the place and time to hone that further.

As your characters learn more about the game and hear from the other players, questions they had about their own characters will start to get answered. This is also the time for players to ask questions about their characters and the DM to look over what they have so far to make sure they aren't planning something the DM doesn't want in the game.

8 🌜 Get Familiar With The Setting ജ

A humanoid with flame surrounding their head holding a skull in the hell
Descent To Avernus via Wizards of the Coast

While you shouldn't unveil too much, session zero is a good place to let everyone know the world they find themselves in. This is important for them to build characters that fit into that world well, but to get them into the mindset of the things they'll face.

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No one wants to make a wizard just to show up to session one and find out this is a magic-free world. This is the time to get them excited about the campaign and reveal just enough that they can't wait to play.

7 Get To Know Each Other ꦺ

D&D Candlekeep Mysteries artwork of a Beholder At A Party next to a bard
The Bard And The Beholder By Zuzanna Wuzyk

Whether online or in person, there's a good chance that not everyone at the table will know one another.

That's the fun of the game. You get to meet new people. Getting to know everyone is critical to make sure you all have fun. No one wants to be diving into a game like D&D with people you consider complete strangers. If you do already know everyone, now is a good time to catch-up and see what's new in their lives.

6 𝔉 Plan A Schedule

A woman and a man play chess with animated pieces casting spells
Wizardly Chess by Svetlin Velinov

There's no right amount of consistency in which a group should meet to play D&D, but session zero is a good a time as any to see what everyone's schedules looks like.

Regardless of who you're playing with, they probably have busy lives, which means playing consistently can be hard. Maybe you'll play once a week, once a month, or just whenever you all have free time, whatever works for your group is what you should do. Plan it out or play it by ear, it's up to all of you.

5 Set Expectati🌠ons

D&D Strahd Sitting On His Throne while holding a glass and a card in his hand while a crow caws off to his left side
Curse of Strahd Cover by Ben Oliver

Dungeons & Dragons is as varie💝d a gam꧃e as the people that play it. Session zero is where you should sit down and figure out what everyone wants from the game.

Setting, tone, and overall experience are all potent topics for this part of the session. That way you avoid someone walking into session one planning for a gritty and dark fantasy game while someone else wants a lighthearted high-fantasy adventure. Making sure everyone is on the same page is the whole point of session zero, so this🧔 is a must-do.

4 ♋ Try Out Voices

a halfling plays a lute in a tavern
Bard Artwork via Wizards of the Coast

It may not be the most serious thing in the game to do, but knowing how your character will speak is anꦉ overlooked part of role-playing.

Try out some voices with your friends around, see how they fit the role, and more importantly make sure it doesn't annoy anyone too badly. Session zero is a solid place to figure out this and other role playing parts of the game where anyone's character is concerned. It can be a distraction for someone to still be figuring out their character's mannerisms in-game.

3 ꧃ Decide On Alignments 🌟

D&D A Dwarf Cleric
Dwarf Cleric via Wizards of the Coast

The alignment chart is a big part of b𒁏uilding a character, but over the years, many people have ♋their own ideals towards this facet of D&D. Not every alignment works in every campaign.

Your DM may not want a chaotic evil Crond🤪ax The Destroyer in his campaign about saving the world, at least not without good reason. Session zero is where the DM and players convene about what alignments are off-limits, or if you even need to pick an alignment at all, as some gaming groups have done away with that altogether.

2 🎐 Decide On Rules, And Exceptions To Rules

Not Official Art DO NOT USE

Rules are a big part of any game you play, or maybe they aren't; that's one of the big things you'll need to talk about in session zero.

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Talk about any homebrew rules you may want to establish, any rules from the core game you want to tweak, or any that you want to forego altogether. As well, the all-encompassing "Rule of Cool" may also need to be discussed. Some DMs are more clear-cut on the rule books, while others are more go-with-the-flow — let your group know what they're working with.

1 Establish𝐆 Boundaries

Prison of Revel's End Keys from the Golden Vault
D&D Prison of Revel's End via Wizards of the Coast

There are a lot of things th🙈at can come up in a campaign, not all oꦓf them people may want to interact with, let alone role play.

A big part of the community of D&D is making people comfortable, which is what you should strive to do at your table. Ask around and make sure what people don't want to come up while in game. In a game that has 168澳洲幸运5开奖网:a more combat focus, not everyonಞe wants to dive♚ into the darker sides of combat or the world itself.

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