How I Run One-Shots (Great For...


0


How much should you cover before and in the first session so new players feel ready and excited – but not buried under rules?

Wizard of Adventure L asks:

I’m looking for practical thoughts on how to run a Session 0 (or 0.5) that helps brand new players feel comfortable with the rules – without overwhelming them – and gets them excited about actually playing.

A bit more context:

  • The group has mixed experience.
  • I want to avoid info-dumping, but also not have people feel lost or unsupported.
  • Players seem enthusiastic but I’m worried about losing them. I want them to feel forearmed with all the tools they need, but I don’t want them to get a bunch of links, PDFs, and books, and think, “Oh wow, what have I gotten myself into? I wanted to have fun, not learn a whole new library.”
  • My plan is to do a casual pre-meeting ahead of Session 0.5 where we’ll cover basic questions, share online beginner resources, and help them sketch out characters.
  • I’m expecting them to come to Session 0.5 with a finished character.
  • I’ll be available one-on-one ahead of time if anyone wants help finalizing.
  • I’ll have some pre-mades at the table too – just in case someone needs a backup.

Session 0.5 agenda/goals:

  • Set group agreements, safety tools, and party bonds.
  • Light rules walk through: how dice work, how turns work, how to roll checks.
  • Encourage and frame roleplay in a way to avoid decision paralysis or fear of “failure”.
  • Run a short scenario and simple combat – so they leave with a taste of actual play and feel excited for Session 1.
  • Drop some big plot hooks and possibilities – to build buy-in right away.
  • I’ll also ask them to come up with 2 personal character goals to share with me for Session 1 – things I can weave into the story for more personal stakes.
Graphic of section divider

Thanks for the great context and questions, L!

You might not like my answer, because I aim for minimalist Session 0s. ymmv. 🙂

Just before covid I volunteered to be a GM for a GM Day in my little town. Random strangers were assigned to me. And three of five had never played D&D or a TTRPG.

So perfect case for session 0.

Here’s what I did:

  • Created a one-shot 5 Room Dungeon (perfect for a complete tale in one sitting).
  • Showed up with twice as many pre-gens as there would be players, extra dice, minis, etc. (tip: give each pre-gen a character pic or sketch to help with selection).
  • Ice Breaker (get people comfortable speaking up): Introduced myself in the same way I wanted everyone else to introduce themselves, and went clockwise ’round the table (name, D&D experience, favourite die).
  • Asked everyone to roll a d20 (to teach the dice).
  • Highest roll got to pick their PC first. Then next highest roll, etc. (teaches initiative).
  • Kept the unpicked pre-gens for back-up characters in case PCs got whacked or sidelined.
  • Asked players to create a character name and then to describe their PCs to the group (gets players learning to read the char sheets, plus more public speaking practice): race, class, best skills.
  • Prior: Made an index card and bulleted out my GMing style. Then covered with the group.

Then we started playing:

  • [:30] Room 0: Quest giver scene (a chance to ask questions of an NPC and roleplay a bit with my support and coaching if needed, plus clarity on how to “win” the adventure).
  • [:15] Room I: Skill challenge (learn about physical skills).
  • [:15] Room II: Roleplay challenge (more roleplay practice, potential social skill use).
  • [:30] Room III: Combat (difficulty goal: learn basic combat in low-stakes situation).
  • [:60] Room IV: Climactic Combat. Story climax.
  • [:15] Room V: Skill challenge + Loot! (a medium difficulty trap gotcha! to teach consequences).

At session end I awarded XP and gave each player bonus XP for something specific I had noted during the session. Good roleplay, smart choice, teamwork, etc.

My approach to GMing this was:

  • Brought extra rulebook copies to share around.
  • Created cheat sheets to help players reference rules fast.
  • Questions were asked and answered publicly so all could benefit.
  • I served as an example when roleplaying, but made it clear players could play how they wished (first person or third person).
  • Planned my monster moves out loud, and also in other rules situations, so they could learn more about the GMing role, rules, options, etc.
  • Asked the pair of experienced players if they would fact check me on rules and questions – just interrupt me anytime.
  • Kept things on easy mode (GM hints – delivered in-character when possible, easy encounters, etc.).
  • But I had them earn victory with a challenging Room IV.
  • Explained or taught new rules only as they came up – newbies get overwhelmed quick.
  • Tried to use as many props as possible to make the game visceral – battlemaps, region map handout, minis, art, etc.
  • Part of my “GMing Style” pitch to them was clear on having respect.
  • I generally don’t use safety tools, pre-made social contract, etc.
  • Conflicts were dealt with in situ, talked out, and any new house rules documented. “Johnn’s not allowed to talk, chew gum, and roll dice at the same time, or disaster ensues.” Heh.
  • I don’t GM a lot of strangers though, so ymmv. (A House Rule to me includes social contract type stuff as it comes up.)
  • I also made it clear this was not a PVP type adventure.

At the very end, I announced that each player could keep the dice set and mini they initially chose.

And the present I received was that the group was so fun I asked if they wanted to start up a campaign at my place. They said yes and had the choice to roll up new PCs next time or keep and modify the ones they played.

And then we gamed together until Covid.

If I GM a convention game or a new group in the future, I would do it this way again. Jump into play ASAP and teach as the need arises.

I hope this helps!

Cheers,
Johnn
roleplayingtips.com
https://discord.gg/6MxTRAqQ76
Have more fun at every game!

P.S. When you are ready, here are +4 vorpal ways I can help you with your campaign:

+1 Get My Campaign Logger App Free to Make Prep & GMing Easier
For GMs of any system looking to run deep, detailed, and immersive games, Campaign Logger lets you take session notes at the speed of thought in your unique GMing style while improving your preparation experience so you can focus on the parts of the game you enjoy the most.
Get your free Campaign Logger account here.

+2 Level-Up Your GMing With My Books

+3 Get the Demonplague (with 62 5-Star Ratings so far)
A complete level 1-20 campaign D&D 5E adventure path that offers intense roleplay, sandbox and hexcrawl play, cunning combats, and fiendish monsters.
Click here to see more details and to order.

+4 Get More GM Loot
Visit the Roleplaying Tips DriveThruRPG store, or browse books and courses to level up your GMing at the RoleplayingTips.com store.

Join a private community with Johnn