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...