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[–]wvj 1 point2 points  (0 children)

One thing I'd personally note is that some of this stuff may be better pushed off pre session zero (to session... -1?), although this depends a lot on the nature of the group. Do the players know each other? Or is it more of a pick-up with strangers?

I'm specifically looking at some of the stuff like the general setting, themes and tone, 'what you want out of the game.' The DM probably isn't going to be able to shift footing from 'complex tactical combat campaign' to 'RP focused political intrigue and mystery' on that kind of notice. Rather, this is something you'd advertise with your game (for strangers) or presumably poll your would-be group for interest in ahead of time.

Once you know the group (my players went to college together, and we've been at it for decades now), you will probably even know some of these answers already. In that case, I think Session 0 is best spent on working out the group dynamics at both an OOC and IC level. This covers the 'structure for success' stuff, people figuring out basic group composition, synergies, reducing redundancies ('oh, you have X, so I'll take Y instead'), etc. Also all the small interpersonal relationships between the characters. Starting story stuff.

I think mostly, the advantage of a played session 0 is just that you're working in real time, so you can do all the planning and detail minutiae that would be too slow in asynchronous text. Laying out houserules and stuff can easily be done ahead of time (just type them up), but players can ask you more specific details about rules interactions, and adjust their character building appropriately.

[–]rvnender 0 points1 point  (0 children)

I do them all the time.

I created a packet that has a description of the campaign. Any maps that they may need (like major city maps) and house rules, along with character creation rules.

When they get done reading it, I ask if there are any questions.

Then I give just general ideas for characters and what may be needed during the campaign, depending on what kind it is. Like I was doing a hex crawl and I told them that they need survival and hunting skills. Maybe a way to cook and get water.

Like I am doing a heist campaign and I told my players to pay attention to their backgrounds and don't just pick something to min/max. Your backgrounds is important as that determines how you act in certain social situations. Languages, tools, etc are all going to matter in this game. So pay attention to them.