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Re: I Donā€™t Run Session Zero

Malin doesnā€™t run a session zero

and I couldnā€™t disagree more.

Now, I do a session zero maybeā€¦ a third of the time? Two-fifths? Itā€™s hard to say because itā€™s increasingly often. Itā€™s not a hard and fast rule but itā€™s just often been more helpful than not.

Hereā€™s an overview of the points I wanna address specifically:

To the extent that thereā€™s other stuff, go read the original article.

Iā€™ll do these backwards, last to first, so I can save the serious stuff for last.

Also, this post gets into some themes beyond what's normally appropriate on here, so skip this one until you can steel yourself in a safe & comfy environment.

Char-gen & campaign pitch

ā€œFenestra has a dark fantasy feel, and the campaign structure encourages exploration.ā€ [ā€¦] People should make characters in session 1 [ā€¦] backstories in BIND is an in-game system.

This is session zero.

You can call it session one, thatā€™s fine, Iā€™m doing my best to honor my vow to never argue semantics. You can take what I call a session zero and call that a session one, thatā€™s fine.

The Answer

But thatā€™s a pretty weaksauce argument against a session zero. It comes across as merely a Dijkstra style arguing for whether indexing starts at one or zero?

When I donā€™t do a session zero, when I just start the campaign at session one, that means players come with characters (using pregens if they have to) or weā€™re playing a game that doesnā€™t have characters, like Microscope Chronicle.

Making characters at the actual table actually togetherā€”thatā€™s like the defining feature of a session zero!

Itā€™s also an opportunity to go over rules, house rules, social contract etc. For example, can characters die? Do replacement characters start at level one or at party level? Etc. Should the GM fudge? Etc. According to polls, most players donā€™t want their GM to fudge and most GMs do fudge, so thatā€™s obviously something you might wanna talk about. (Some games just flat out don't work without fudging; I've hacked my game a lot so it works without fudging, which I never do.)

ā€œThe campaign structure encourages explorationā€ is typical of the stuff that causes people to recommend a session zero, heck, thatā€™s a lot more explicit about the setup than I usually am!

Safety tools

I already have an essay about this.

RPG safety tools

I agree that it can be kind of weird to talk about ā€œsafetyā€. If a knitting group or a bowling team would start talking about safe words and triggers, most people would probably be looking for the exit.

(But Vampire: the Masquerade is no walk in the park and it's one game I'd say merit at least some care and awareness about this stuff, including bringing it up with your group.)

Iā€™d also argue that X-cards and similar ā€œerase-and-rewindā€ tools seem pretty dang harmful. That is not an evidence-based approach to trauma therapy. (X-card lovers, please see my longer essay before writing in.)

And thirdly Iā€™ve had nothing but bad experiences when people start listing their own must vulnerable, traumatic themes. Iā€™d rather have a more general approach to Lines.

Default Lines

ā€œLinesā€ and ā€œVeilsā€ is an older RPG jargon where ā€œLinesā€ is ā€œstuff thatā€™s not in the game world, no matter whatā€ and ā€œVeilsā€ is ā€œstuff that only happens off-screen, implied, fade to black, fast-forwardā€.

We use some Lines at my table and itā€™s worked OK over the around four hundred sessions weā€™ve played.

I definitively agree that there should be a baseline of ā€œcommon senseā€ Lines that you can just assume are in play at a convention, in a mixed group etc.

Tightening Lines

And a one-shot constellation of players trying to establish their own set is often a pretty bad idea. It often becomes ā€œdonā€™t think of the blue rhinocerosā€, it puts more bad ideas in players heads than it gets rid of them. But for a campaign game, that doesnā€™t necessarily apply. You can figure out a set of tighter Lines and get used to it over the course of several sessions.

Loosening Lines

And of course, loosening the Lines, explicitly allowing things beyond the common sense default, isnā€™t susceptible to the ā€œdonā€™t think of the blue rhinocerosā€ā€“problem and can work great even at a con.

Veils

Now hereā€™s the part that caused me to react the most.

If someone mentions their character seducing the barmaid, make a roll, end scene. Weā€™ll see them in the morning.

No! Holy shit, no! (I mean, I get that this is really common advice, but, Iā€™m definitively not onboard.)

Eww, OK, Iā€™ve had a post in my drafts about how messed up the whole idea of RPG ā€œseductionā€ is, sinceā€¦ I just checked: Nov 16th. Last year. So 376 days. I just donā€™t even wanna get into it, thatā€™s how messed up it is. (Started writing it as a response to another Gemini post.)

But you know what I find even worse? Having it off-screen. Implied. Fade to black. Wink wink. Nudge. Nudge.

Thatā€™s so skeevy and scary.

Thereā€™s this old newspaper interview with Holmes (from D&D blue box) where he has his players roll dice to see if their chars have had sex in the past, thatā€™s a situation I donā€™t ever wanna get in. A lot of ā€œcarousing tablesā€ have the same issue.

That sort of stuff is a technique for a horror game, as a source of pure terrorā€”ā€œyou wake up with a broken handcuff around your wrist and a mouthful of bloodā€”the last thing you remember is going out for a pack of smokesā€ā€”great for a lycanthrope nightmare, not as the default vanilla approach to sex!

Itā€™s 100000% fine to not want sex at all in the game. Make a Line. Not a Veil, which is a tool that has a lot of problems. (I don't own your table and I'm not gonna come take anyone's Veils away. If a group enjoys it for some topics, even after reading what I've got to say here, that's fine for them. I'm just saying it does not make sense as such a default, widely recommended tool it used to be. Whenever I feel like complaining about X-card, I should remember that what we had beforeā€”Veilsā€”was even worse.)

If youā€™re good friends with everyone at the table, you already know what kinds of things they can comfortably talk about, in terms of gory combat, torture, or sex, so nobody needs to have the discussion.

You donā€™t just know that telepathically. Or at least not all groups do.

Session Zero came about because thereā€™s been case after case after case of mismatched expectations and people finally were likeā€¦ ā€œI wish groups would just talk to each other first.ā€ Roleplaying is varied enough that thereā€™s a lot of incompatible assumptions that people have, at one time or another, assumed been the default way to roll.

More Veil examples from Malin:

You seduce a handsome man at the club, fade to black, gain three blood points.

In the actual club?! This is the ā€œbarmaidā€ example again (except that one also sexualized working in the food service industry).

You locate the brothel easily from all the strange noises, some predictable, others completely unfathomable.

Only for a Yog-Sothoth game, straight out of Unaussprechlichen Kulten. I might be repeating myself rather than explaining it more clearly but implicit can be a lot more disturbing than explicit.

That example can send someone spiraling to trauma city, right there. Iā€™ve seen it.

Entering the Toreadorā€™s house looks like something out of a De Sade novel [ā€¦]

Name-checking a real-life convicted rapist (de Sade) is not a ā€œsafeā€ way to describe a situation like that.

Now, when I say ā€œexplicitā€, that doesnā€™t mean second-by-second, action-by-action, super graphic, super detailed. Thatā€™s not what I mean at all. Instead, what Iā€™m saying is just that be damn clear about whatā€™s happening. We donā€™t want mismatched understandings about what happened in the game, especially when it comes to characterā€™s emotional and physical integrity. If the player means that the characters are just kissing but the DM is under the mistaken assumption that they went a lot further, thatā€™s a problem.

Roll to find your friend without someone noticing how out of place you are.

I believe this is abstracted from, or paraphrased, from how the game would actually sound at the table? Or do you really roll for stuff like that?

Overall, the main issue with the article is that it seems built on assumptions that ā€œeveryone sees the world like I do, everyone thinks that what I think is OK is OK, everyone thinks that what I think is not OK is not OK, and thereā€™s only one best way to play RPGsā€. And, well, yeah. There is a best way (probably better known as blorb), but, people often donā€™t know it which is why I need to tell ā€˜em during session zero! Duh!

Itā€™s just a nice soft start to a campaign, make characters and chill, less stress, less homework, less ā€œbig premiereā€ nerves, and a chance to clear out some misconceptions.