Words on a Screen #25: Between Session Zero and Session One
Words on a Screen
In a PbP context, Session Zero takes place during and slightly after the recruitment process. A group of players come together one way or another, and then work on the tasks that make up what would be Session Zero in a live table game. Typically, the players' natural excitement in starting a new game will make the early stages of this process go smoothly. Inevitably, however, some players will create their characters at different rates, or the system will appear to require some sort of interactive process between the players before play can begin in earnest (e.g., the aforementioned Dresden Files city creation process).
It is at this stage - the transition between Session Zero and Session One - that many PbP games struggle to keep momentum. So, this month, we'll discuss some best practices for PbP groups to avoid grinding gears during this stage.
Determine what actually needs to be completed, and structure Session Zero to accomplish that first.
With most games, it's perfectly possible to begin play with partially-completed characters and/or a partially-completed setting. Before beginning Session Zero, sit down and determine what parts of character/setting creation actually need to be completed in order to begin play. The parts that don't need to be done can wait and be completed after play starts.
Set a real time deadline
Once Sesson Zero has started in earnest (and particularly if it looks like it is dragging out) announce to the players that you will open up the in-character thread and start the game proper on Date X. Make the date reasonable, but somewhat aggressive. This will help with encouraging players to complete Session Zero, and also assuage any worries that Session Zero is going to drag out indefinitely.
Impose additional structure
One reason that the transition from Session Zero to Session One can be difficult is that it is an unstructured time; players may not know when Session Zero is done, what they should be doing (if anything) when finished with their own characters, etc.
A method of alleviating this problem is for the GM to set forth a very specific structure for how Session Zero is to be completed. This can be as formal as an enumerated list of steps for the players to complete in order, or as informal as just saying "After everybody has their basic character concepts, let's work on relationships betweeen characters while folks finish up their mechanical builds." The point here is just to give the players a direction to move in so they aren't wandering through the process.
Smooth the path to completion.
It's unfair to saddle the GM with extra record-keeping duties, but a little bit of extra effort here can go a long way. Consider whether there is something you can do to help the players complete their necessary Session Zero tasks: make a table with character names, concepts, and peak skills; draw a relationship web; set out some extra information about the setting or the mechanical challenges that you plan to have in the game; etc. It's obvious, but the players will have an easier time with Session Zero if the GM makes it easier.

