Notes for Session Zero

  1. The game and its organization
    1. Players should be 25+
    2. Game is old-school in feel and rules
      1. Rule Zero is in effect; just because we invoke rule zero does not mean that the DM is your enemy!
      2. The rule system is Basic Fantasy RPG with house rules
      3. Characters can definitely die (you have no plot immunity)
      4. Not everything can be killed in a straight-up combat; plan to run
      5. Your characters aren’t heroes, you’re treasure hunters
      6. Describe what you’re doing, don’t expect to just roll for everything
      7. Yes, you should map or plan on getting lost
    3. Game is a game, treat it as such.
    4. Game is beer and pretzels; we’re here to have fun and play a game
    5. Game is a sandbox; you can adventure where you will, including too far for your own good
      1. You must return to town at the end of the session or suffer consequences
    6. The game is an open table; if you show up, you can play
      1. You can also construct missions with certain people and their characters if you like
    7. Game is episodic; you don’t have to show up for every session to have fun
      1. No overarching storyline except those you make, and the normal machinations of the world
      2. The adventure is out there, not in town
  2. Characters
    1. New and replacement characters all start at first level
    2. Only human characters unless you have a chit for a nonhuman character
    3. Stats – pick one of:
      1. Roll 3d6 x7, drop and arrange
      2. Roll 3d6 straight down; you may roll 4d6h3 for one stat as you roll
    4. You can have more than one character, but you can only play one at a time
    5. No “evil” characters (PvP doesn’t make for a great game)
  3. DM‘s house
    1. We have cats and dogs.  Both are quite friendly
    2. No smoking
    3. Prefer no drinking at the table, definitely no drugs

Gen Z D&D:  “We are starting a small business and then totally boning with that werewolf. Railing them hard and on camera.”