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RPG Advice

Session Zero With Strangers: Questions Worth Asking Before You Play

Questions about tone, boundaries, house rules, accessibility, and disagreements that help a new RPG group start with clear expectations.

Published August 13, 2026 · iRolled20

Before you trust a group of strangers with your heroic sacrifice, disastrous spell, or deeply suspicious character backstory, spend some time talking about how the table will work.

That conversation is usually called session zero.

It doesn’t need to be elaborate. Its purpose is to uncover differences that could become frustrating later: the tone of the game, the commitment involved, the rules being used, and how people can speak up when something isn’t working.

What kind of story are we playing?

“Fantasy campaign” leaves plenty unresolved.

Ask:

  • Is the tone light, dramatic, frightening, or a mixture?
  • How much time goes to conversation, exploration, and combat?
  • Are characters expected to cooperate?
  • How dangerous is the game?
  • Can players introduce their own story details?

Use examples. “A hopeful adventure with occasional spooky scenes” communicates more than “balanced tone.”

Discuss character conflict separately from player conflict. A group might enjoy arguments between fictional allies while still expecting players to cooperate and treat each other respectfully.

What content belongs at this table?

People have different limits, and they shouldn’t have to explain personal experiences to establish one.

Discuss topics that should be excluded entirely and topics that can exist without detailed description. Give players a private way to communicate preferences as well as an opportunity to talk together.

You can use a checklist as a starting point. Monte Cook Games offers a free Consent in Gaming guide and checklist intended to support these conversations. Consent in Gaming

Agree on what happens during play:

“Anyone can ask to pause, skip, or change a scene. We’ll do that first and discuss any clarification afterward.”

A checklist cannot anticipate every moment. Make it clear that people can revise a boundary later.

Which rules and house rules are we using?

Name the system and edition, then explain changes that affect character decisions.

Ask about:

  • Character options and restrictions.
  • Advancement.
  • Character death and replacement.
  • Optional rules.
  • How disputed rulings will be handled.
  • Whether homebrew material needs review.

Players should know about meaningful restrictions before spending an evening making characters.

If the GM will make a temporary ruling to keep a session moving, agree that it can be checked afterward. That avoids turning every uncertain rule into a lengthy argument.

What makes participation easier?

Ask practical questions about the play environment:

  • Can everyone read the sheets and shared materials?
  • Is the space accessible?
  • Are breaks built into the session?
  • Is background music distracting?
  • Can rules or recaps be provided in writing?
  • For online play, what equipment and software are required?

You don’t need someone’s diagnosis to discuss an adjustment. Focus on what they need to join comfortably.

How will we handle disagreements?

“Everyone will be respectful” is a useful intention, but a process helps when people disagree.

Identify a contact person. Allow concerns to be raised privately. Explain how the group will pause an uncomfortable interaction and how recurring problems will be addressed.

Also ask who decides whether someone remains in the group. A persistent conduct problem should have a clear owner rather than becoming everyone’s responsibility and nobody’s action.

Finish with something written down

Keep a short shared summary covering the schedule, tone, boundaries, character rules, absence policy, and concern process.

Then start with a manageable commitment: a one-shot or short series can give strangers time to discover whether they enjoy playing together.

Session zero doesn’t guarantee compatibility. It gives people enough information to choose the table—and a way to improve it once play begins.