Social Contract and Session Zero

Whenever we come together to play a game, the top priority of each player, including the GM, is to have fun. Everyone may have different ideas of what this means, but they all share the responsibility of creating an entertaining and memorable game.

Everyone at the table has expectations, both what the players expect and what the others expect of them. Proper communication is essential to handle these expectations. If players want to play an action-packed space opera but their GM runs a slow-burn political fantasy campaign, issues can arise, leading to a less fun experience.

The Social Contract and Session Zero help players and the GM communicate, agree on, and manage expectations. Even if you have never run a formal Session Zero or spoken about a Social Contract, your group likely uses them in some form. Session Zero may have been a quick sit down at lunch to discuss the game or hammering out details via texts. A Social Contract may be an actual paper to read and sign or simply an unwritten agreement among casual players.

Every gaming group is unique and should be handled as such but there is much to gain from each player having an opportunity to share what does or does not make a game fun for them. I treat these concepts as separate entities, but you may utilize both concurrently.

The Social Contract

I use the Social Contract to determine the WAY a group expects its players to play a game. While the rules of the game may change these expectations are generally more static. It is a chance for players to discuss how they should treat one another and lay out expectations of behavior and handling issues that may arise in the game. It should look to answer some of the below questions

  • How is the game being hosted?
    In home? Online? How often? Who is the GM? How long will each session be? How could this vary?
  • How do we communicate?
    Texts and Phones? Discord or other apps?
  • What happens if a player is late or cannot attend?
    Do we play without them? Do we wait until everyone is together? What if attendance becomes an issue?
  • How will food and drink be handled?
    Do we bring something or fend for ourselves? Can we snack at the table?
  • What about drugs and alcohol?
    Smoke breaks? Drinking at the table?
  • How are rules/player disputes settled?
    What happens if a rule is challenged? What if a bad call is made? What if two players disagree? What if a ruling in place just isn’t working?
  • What kind of table etiquette?
    Are dice to be rolled in center of table? Can one player move another players minis? Can players research actions during their turns?
  • How much table talk is allowed?
    What is the appropriate amount of outside game socializing? Can we discuss tactics and in-game information between turns?
  • What is the Digital Device Etiquette?
    Is surfing the web acceptable? Sharing videos in game? What if character sheets are entirely electronic?
  • What is the “house rules” policy?
    A great time to discuss any variants to make sure no-one is caught unaware by rules outside the norm.
  • What content and safety tools will be used?
    Will lines and veils be used? X Cards? How do we communicate uncomfortable situations and how will they be handled?
  • Can new players join?
    What is the process? How will it impact the current game?
  • What happens if a current player must leave the game long-term?
    Do we carry on? Will we have to start a new campaign?
  • How do we handle feedback?
    How do we follow up with the GM and give feedback? How should critiques be communicated for in-game matters?
  • How do we ensure we are having fun?
    How do we follow up with the GM and give feedback? How should critiques be communicated for in-game matters?

It may seem like many questions, but chances are you have encountered many of these at some point in your gaming experience. The goal is simply to communicate to every player how they are expected to play. Social Contracts should not become demands on behalf of the GM; look to address every player so there are no surprises. These contracts are fluid, living documents and should be revised as needed.

If the information concerns a specific game, I leave that to Session Zero because each system brings new information, but the expected behavior and etiquette of the table carry over between games.

Session Zero

I use Session Zero to share WHAT players will be playing. This is the time to hammer out details for the game itself. Will it be a pirate themed adventure on the open sea or a smuggler space run? This gives an opportunity for every player to give feedback the GM can use to ensure details of the game are suited to the groups expectations.

Whether Session Zero is a schedule day of building characters and relationships or simply ending a session by asking “You guys wanna do something new next week?” you should look to answer some of the following:

  • What system is being used?
    What will be needed to play? What dice, sheets, or books should be used? How do you accommodate someone who may be missing something?
  • Are any variant rules being used?
    Any game or system specific variants or house rules players need to know before hand?
  • What kind of setting will be played?
    This allows players to build a better idea in their mind of characters and interactions.
  • Where will the game take place?
    Will it be a dungeon crawl or an open adventure on the moon? No need to give spoilers, but an idea to set the tone.
  • How much roleplay is expected?
    Work with your players and their expectations.
  • What themes will be explored?
    Allow players to prepare characters that will fit these themes. Is everyone comfortable with the themes?
  • What maturity level is expected?
    Is a joke character acceptable in this game? How serious will our consequences be?
  • What lore is widely know?
    Don’t let your players be caught off guard by information they may need to know.
  • Do the characters know one another?
    A good place to determine any relationships and a possible starting point for a game.
  • What kind of player conflict is expected and allowed?
    Is PVP going to be allowed? How do we settle in-game disputes?
  • How lethal is the adventure?
    Are players at danger of death around every corner? If a player loses a character what next?
  • What party make up would be beneficial?
    Players should be allowed to choose what they want to play, but that doesn’t mean discussing synergies can’t make a more enjoyable experience.

This shouldn’t just be a Q&A. As a GM you should be receptive to input at this stage. You are not trying to dictate the game to players, instead use this time to discuss, as a group, how to make the game fun. Even if some aspects are pretty set, such as the setting of a specific module there are still plenty of aspects to explore.

If a question looks similar to one asked in the social contract remember the emphasis here is what to expect in the game, not at the table. A good example is player conflict. You may play a variety of games and some support characters fighting among themselves, but you aren’t going to want your players coming to blows over a disagreement.

If your groups plays a single system or playstyle often many of these questions may already be answered and won’t change game to game. That’s just fine! This time can then be used to dig into what specifically each player may be wanting to experience to help better grow the planned adventure.