What sort of information is good to give to your players during a session zero as a GM?
System is D&D 5E if it matters.
>>51128158
Houserules go first.
Then comes the bans and the allowences.
If the world is your own creation, a brief history is to be presented, folled by kingdoms, races, gods, etc.
Then follow with what playstyle you're comfortable with, pitch a few ideas for a campaign genre so you are on the same page.
Finally, let them ask questions. A lot of questions. Encourage everyone to assault you with questions.
I can't think of anything else.
Thanks, that's really helpful.
>>51128239
You're welcome.Rotating seal is on the house
>>51128158
Sessions zero are fucking gay.
Any attempts at backstory before session 1 "you all start at the tavern" are gay.
I don't care about your special snowflake backstory shit, the best character traits are those he gets, not those already written.
>>51128424
I agree 100% about backstory anon, but I like simple session 0s when they let me romp around a bit and 'warm up' with a new character and get into their skin a little better.
>>51128158
House rules, bans, alterations, what I'm stealing from other systems, table rules. Only ever stated for anyone not a regular; they all know by now, and helped make them.
The characters are introduced to the other players, backstory is shared in brief form. You get a short paragraph to explain the basic gist. NOT the short story you wrote for it, mister amateur writer.
Characters may be introduced to each other if there's time, or my plot allows it. You don't get a gentle intro if I start the campaign in medias res while you're running from something or ambushed by something.
>>51128218
>a brief history is to be presented
Only common knowledge, maybe a look at the map if I drew one.