I've seen an uptick in Session 0 rules for RPGs. And their usage.
The general idea is that before you play your first session, you have a collaborative session to prepare for the game.
You do a little world building (as per Diaspora, Dresden Files, or Fate Core). You might leverage Microscope to build the campaign setting.
Then move into the involved process of character creation: Pick your traits, feats, backgrounds, skills, etc. What shiny bobbins do you want this character to have.
One notable difference between Session 0 and Session 1 is that they are different activities. Where Session 1 is playing a character (or characters), Session 0 is preparing to play the character(s) by playing at world building. It's analogue to making a Magic deck vs. playing Magic against an opponent. Both can be enjoyable, but they are two different activities.
Session 0 may also be a natural consequence of an involved character creation; Or rules baked into the game system.
While the goal may be admirable - to build consensus and a shared understanding of the game - there is peril.
Where Session 0 Falls Flat
The peril is that Session 0 creates a social contract and understanding that emerged through a different mechanism than the other future sessions.
Session 0 is not about playing to find out what happens…its about building what has happened beforehand. Your character is not taking risks nor in danger - unless you are playing original Traveller in which you could die during character creation.
Session 0 builds the initial conditions that the GM should bring to the table for Session 1. Its now on the GM to live up to those speculative constraints. Its also possible that the player's initial constraints may not reflect what they discover they want to play in the future sessions.
In other words, in the advice of seasoned programmers: Avoid premature optimization. Get something running as soon as you can.
Making Session 1 the First Session
When the group gets together for the first time, the goal should be to start the charactersen media res as soon as possible.
- Players know what they are playing that day
- There is immediate action
- Characters are quick to bring to the table
Players Know What They Are Playing That Day
Set expectations; What do they need to bring. What will you be doing. What are you trying to get done in the first session.
I ran a DCC 0-level character funnel and did a poor job setting expectations with one of the players. She later expressed frustration at the game.
I should have said:
We will be playing a Dungeon Crawl Classics character funnel. Each of you will have 4 fragile characters to start. The goal is to make it through the dungeon with at least one of them alive. The survivor(s) will be your character(s) in further adventures. It won't be easy, and you should think of your characters as pawns. Don't risk them all at once.
There Is Immediate Action
Grab an introductory dungeon and have the characters start there; Either at the threshold or scouting out the approach. If there are random rumors for the adventure, give them a couple.
Do not worry about how they met; They are there and rescuing the puppy, seeking treasure, or ridding the area of monsters. Worry instead of playing to find out what happens.
- Keep on the Borderlands
- Masks of Lankhmar
- Portal Under the Stars (in the DCC Core Book)
- Prince Charming, Reanimator
- Sailors on the Starless Sea
- Tomb of the Iron God
- Tower of the Stargazer
Characters Are Quick To Bring To The Table
If character creation and equipping is fast (e.g. 15 minutes or less), let them make characters. Keep it time bound. If you have a straggler - cough Matt cough - have them catch up in the dungeon (or find them as a prisoner).
If character creation is longer than 15 minutes, give the players pre-made characters to choose from; If you have time give each player 2 characters and let them pick one.
The goal is to start playing to find out what happens.
If character mortality is high (e.g. B/X D&D, Dungeon Crawl Classics, etc.), make sure there are opportunities for replacement characters.
Encourage or give them a some hirelings. In the dungeon add some bound prisoners that can replenish the ranks. Don't worry about verisimilitude; worry about engaged players.
If character creation is slow, make sure you have some spare characters prepared.