GM resource
Session zero for Dungeons & Dragons 5th Edition
Set expectations, tone, and table agreements. D&D 5e GMing balances three pillars — combat, exploration, social — and stalls when any one dominates. Plan for transitions, telegraph threats, and let class features actually matter.
Checklist
- Plan one beat per pillar per session: at least one combat, one exploration challenge, one social stake.
- Telegraph monster abilities one round before they fire so player decisions are real.
- Reward creative spell and feature use — say yes, then ask what it costs.
- Use bounded accuracy: low-CR threats stay dangerous with terrain and numbers.
Common pitfalls
- Combat that doesn’t change tempo
- Saying no to spell creativity
- Encounter math without terrain or stakes