These practical tools help you prepare and run smooth, memorable sessions. From Session Zero to quick references, everything a Trickster needs at their fingertips.
📋 SESSION ZERO CHECKLIST
What Is Session Zero?
Session Zero is a dedicated session before play begins where you establish expectations, create characters together, and build shared understanding.
Logistics Discussion
- ☐ Schedule: How often? How long? Where?
- ☐ Communication: How do we handle absences?
- ☐ Platform: In-person? Online? What tools?
- ☐ Materials: Who provides what?
- ☐ Snacks: Food policies, dietary restrictions
Expectations Discussion
- ☐ Tone: Serious, comedic, horror, adventure?
- ☐ Lethality: Can characters die? How easily?
- ☐ PvP: Is player-vs-player allowed?
- ☐ Roleplay Depth: First-person? Third-person? Mix?
- ☐ Campaign Length: One-shot? Short campaign? Long-term?
Safety Tools Setup
- ☐ Lines: What topics are off-limits?
- ☐ Veils: What happens off-screen?
- ☐ X-Card: Explain how it works
- ☐ Open Door: Anyone can leave, no questions
- ☐ Check-In: Establish comfort with consent checks
Character Creation
- ☐ Concept Discussion: What do players want to play?
- ☐ Party Balance: Ensure diverse skills
- ☐ Backstory Connections: How do characters know each other?
- ☐ The Three Threads: Connect backstories to setting
- ☐ Character Goals: What does each character want?
🎬 SESSION ALPHA (FIRST SESSION)
Before Session Alpha
- ☐ Prepare opening hook that includes all characters
- ☐ Have 3-4 NPC names ready
- ☐ Prepare one clear objective
- ☐ Plan one combat encounter (optional but recommended)
- ☐ Create one mystery or interesting question
Session Alpha Goals
- • Establish Tone: Players should understand what kind of game this is
- • Teach Rules: Cover core mechanics through play
- • Hook Characters: Give everyone a reason to care
- • Create Questions: End with mysteries to pursue
- • Succeed: Players should feel capable
Opening Hook Templates
- • In Media Res: Start mid-action (fleeing through a portal)
- • Common Ground: All characters have a reason to be here
- • Mutual Contact: An NPC brings everyone together
- • Shared Crisis: Something threatens everyone equally
- • Already a Team: Skip introductions; they know each other
📊 QUICK REFERENCE TABLES
Target Number Guidelines (Veils)
| TN | Difficulty | Description |
|---|---|---|
| 4 | Routine | Should succeed; roll for drama |
| 6 | Simple | Competent characters succeed |
| 8 | Standard | Standard difficulty; default |
| 10 | Challenging | Requires skill or luck |
| 12 | Extreme | Specialists struggle |
| 14+ | Legendary | Legendary feats |
Condition Reference
| Condition | Effect | Clear |
|---|---|---|
| Bleeding | 1 Wound per round | First aid, rest |
| Blinded | -4 to vision-based; combat at disadvantage | Source removal |
| Frightened | Cannot approach source; -2 to actions | Source leaves, WIL save |
| Grappled | Cannot move; actions restricted | STR contest to escape |
| Prone | Melee +2 to hit; ranged -2; half move to stand | Use half movement |
| Stunned | Cannot act; auto-fail defense | End of next turn |
NPC Quick Names (d20)
- 1. Mira Thornwick
- 2. Cade Holloway
- 3. Petra Vex
- 4. Finn Marrow
- 5. Hester Crane
- 6. Tobias Shade
- 7. Vera Nightingale
- 8. Quinn Ashford
- 9. Morgan Flinch
- 10. Sable Moss
- 11. Jasper Wren
- 12. Elara Coldstone
- 13. Orion Blackthorn
- 14. Dahlia Rust
- 15. Silas Ember
- 16. Ivy Brackwater
- 17. Rowan Silt
- 18. Ember Locke
- 19. Thorne Ashwood
- 20. Wren Silverbell
📝 SESSION PREP TEMPLATE
The 15-Minute Prep
- 1. Recap (2 min): What happened last session?
- 2. Threads (3 min): What open plotlines exist?
- 3. Scenes (5 min): 3 possible scenes for tonight
- 4. NPCs (3 min): Who might they meet?
- 5. Hooks (2 min): What draws them forward?
Session Notes Template
SESSION [#] - [DATE]
---
LAST TIME:
• [What happened]
---
ACTIVE THREADS:
• [Thread 1]
• [Thread 2]
---
TONIGHT'S SCENES:
1. [Scene if they do X]
2. [Scene if they do Y]
3. [Fallback scene]
---
KEY NPCS:
• [Name] - [Role/Motivation]
---
HOOKS:
• [What pulls them forward]
⏱️ PACING TOOLS
Session Beat Structure
A 3-hour session typically fits:
- • Opening (15 min): Recap, settling in, hook
- • Rising Action (45 min): First major scene
- • Complication (45 min): Things get harder
- • Break (15 min): Snacks, bathroom, stretch
- • Climax (45 min): Major scene or encounter
- • Resolution (15 min): Wrap up, cliffhanger, next session setup
Pacing Recovery Techniques
- • Slow Session: Add a sudden threat or arrival
- • Rushed Session: Let a scene breathe; ask questions
- • Stuck Players: NPC brings information or help
- • Distracted Players: Something explosive happens
- • Overrunning Time: Pause at a cliffhanger; resume next session
🎲 IMPROVISATION AIDS
Yes, And... Examples
| Player Says | "Yes, and..." |
|---|---|
| "Is there a window?" | "Yes, and it overlooks a drop into mist" |
| "I look for a weapon" | "You find a rusted blade—and a fresh bloodstain" |
| "Anyone in the crowd?" | "Yes—someone is watching you specifically" |
When You Don't Know
Trickster responses when caught off-guard:
- • "Let me think for a moment..." (buy time)
- • "What does your character think?" (deflect)
- • "Roll for it—let's see what happens" (use dice)
- • "Interesting—describe what you're trying to do" (gather info)
- • "That sounds cool—let's say..." (embrace suggestion)
"Preparation is not prediction. Prepare possibilities, not scripts."
— The Trickster's Paradox
