Despite hating the term, “Session Zero,” I face another “first session during which we figure out what we want to play” tonight. For me, the most useful part of these sessions with a new group is in figuring out what they want from play, what world(s) might be of interest, and what the core expectations might be.

The most illuminating bit of Jamison’s “Gamemastering” is in the opening section of the book where he outlines his recommendations for setting up a new game. His comparison of two approaches to this was great in shifting me away from a primary focus on the game rules towards a focus on the world, characters, and approach to play.
Traditional Way:
- GM chooses game system
- GM buys/writes adventure
- Characters are rolled up
- Start playing
Better Way:
“Gamemastering”, Jamison (2011), page 12
- GM chooses players
- Everyone agrees on setting
- GM chooses game system
- Characters are co-created
- Adventure skeleton is written
- Start playing
Although I have come to realise that his “narrative” gaming approach is not my cup of tea (being as I am one of his avowedly ‘bad’ “wargamer” types, who should never be allowed to roleplay), the focus on players, world, and characters first is valuable.
As I face a newly-formed group, I am glancing back to my own Session Zero Agenda from earlier in the year and noticing the similarities between that list and Jamison’s. Looking back eleven months, I think I would shorten the list but it still contains the heart of what I want to discover from the players:
- Player Goals – what do you want from play?
- Choose Genre and World
- Agree Play Approach – i.e. “I’m a Simulationist. That ok?”
- Open or Closed Table?
- GM chooses game rules
- Agree quorum and running with absent players
- Character co-creation
- GM goes builds an initial scenario
- Start playing
I wonder how things will turn out tonight.
Game on!

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