NOWHERE LAND
Session Tools

Session Tools

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)

TNDifficultyDescription
4RoutineShould succeed; roll for drama
6SimpleCompetent characters succeed
8StandardStandard difficulty; default
10ChallengingRequires skill or luck
12ExtremeSpecialists struggle
14+LegendaryLegendary feats

Condition Reference

ConditionEffectClear
Bleeding1 Wound per roundFirst aid, rest
Blinded-4 to vision-based; combat at disadvantageSource removal
FrightenedCannot approach source; -2 to actionsSource leaves, WIL save
GrappledCannot move; actions restrictedSTR contest to escape
ProneMelee +2 to hit; ranged -2; half move to standUse half movement
StunnedCannot act; auto-fail defenseEnd of next turn

NPC Quick Names (d20)

  1. 1. Mira Thornwick
  2. 2. Cade Holloway
  3. 3. Petra Vex
  4. 4. Finn Marrow
  5. 5. Hester Crane
  6. 6. Tobias Shade
  7. 7. Vera Nightingale
  8. 8. Quinn Ashford
  9. 9. Morgan Flinch
  10. 10. Sable Moss
  1. 11. Jasper Wren
  2. 12. Elara Coldstone
  3. 13. Orion Blackthorn
  4. 14. Dahlia Rust
  5. 15. Silas Ember
  6. 16. Ivy Brackwater
  7. 17. Rowan Silt
  8. 18. Ember Locke
  9. 19. Thorne Ashwood
  10. 20. Wren Silverbell

📝 SESSION PREP TEMPLATE

The 15-Minute Prep

  1. 1. Recap (2 min): What happened last session?
  2. 2. Threads (3 min): What open plotlines exist?
  3. 3. Scenes (5 min): 3 possible scenes for tonight
  4. 4. NPCs (3 min): Who might they meet?
  5. 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