How to Run a Game (Part 11) - What do other people suggest?
It might be the fact that my blog is currently on a similar topic, but Google has started sending me links about things that people can do to improve their TTRPG experience... like this one . Let's consider the points it raises in the context I've described so far. 10. Run a session zero: the right way I've already indicated that communication between the players and the narrator is a key to success in any RPG session or campaign. For a single session game, this usually comes in the form of letting players know what they're in for as a part of the one-shot, but for campaigns (the typical mode of play for D&D) then a session zero is something that's a relatively recent phenomenon. This can really make or break a game. If we consider the three way tension between narrator, players and rules, a session zero gets everyone on board with how the rules will pull on the story, this happens through the narrator explaining the system or any house rules they might have m