Session 0¶
Session 0 in Kaernest is not a logistics meeting.
It is the moment where characters stop being ideas and start becoming a party, and where the campaign’s emotional and narrative foundations are set before the first die is rolled.
This session is designed to excite players, empower the GM, and align expectations without constraining play.
Every step below exists to reduce friction later by creating shared context now.
1. Two Characters (Pre-Session Requirement)¶
Before Session 0, each player creates two character concepts.
These characters should be meaningfully different in outlook, Background, or approach to problem-solving.
They do not need full mechanics or completed sheets.
At the start of Session 0, the GM announces which character each player will play.
Why this exists:
This step allows the GM to shape a party that feels cohesive without forcing sameness.
It discourages optimization in isolation and encourages players to think in terms of group dynamics, tone, and story compatibility.
Because the choice comes from characters the player already likes, it avoids resentment while giving the GM real narrative leverage.
2. Character Elevator Pitches¶
Once characters are chosen, each player gives a short spoken overview of their character to the group.
This pitch should communicate:
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Who the character is at their core.
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How they tend to solve problems.
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What makes them useful, dangerous, or interesting to be around.
This is not a mechanical explanation.
It is a statement of identity.
Why this exists:
This step ensures every player understands who is at the table, not just what roles are filled.
It prevents misunderstandings about tone and intent, and gives other players material to react to and build on during play.
3. Eulogies¶
After all elevator pitches are complete, each player gives a short eulogy for every other character, spoken in character.
A eulogy reflects:
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How the speaker imagines remembering this person.
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What mattered about them.
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What might be lost if they were gone.
These eulogies do not establish canon facts.
They establish emotional perspective.
Why this exists:
This exercise places characters in relationship before play begins.
It encourages empathy, party unity, and emotional investment without forcing artificial bonds.
It also frames characters as mortal and consequential, reinforcing Kaernest’s focus on choices, impact, and legacy.
4. Two Allies and Two Enemies¶
Each player presents two allies and two enemies connected to their character.
These can be individuals, groups, institutions, or abstract forces.
The GM decides which of these elements will appear in the campaign.
The GM is not required to use all of them, or to reveal which have been chosen.
Why this exists:
This creates narrative hooks without burdening the GM with obligation.
It ensures personal stakes exist while preserving mystery and flexibility.
Because unused ideas are not invalidated, players remain invested without knowing where pressure will come from.
5. Foundations, Ambitions, and Loyalties (Light Framing)¶
Each player briefly states:
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One thing their character believes must not be lost.
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One thing they want but have not yet earned.
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One person, group, or principle they will not abandon lightly.
These are spoken intentions, not mechanical commitments.
Why this exists:
This primes future intrigue, moral tension, and character growth without locking anyone into a path.
It gives the GM insight into what pressures will matter, and gives players permission to evolve their characters through play rather than predefinition.
6. Campaign Hopes and Struggles¶
Each player answers two questions:
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One thing they would love to see happen in the campaign.
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One kind of challenge or struggle they are interested in engaging with.
This is not a safety checklist.
It is an invitation to collaboration.
Why this exists:
This step aligns expectations while preserving surprise.
It tells the GM what kinds of stories will feel rewarding and what tensions players are willing to explore.
It also reframes difficulty as something players opt into, not something imposed.
7. Logistics and Table Matters¶
Only after narrative foundations are established does the group address:
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Scheduling.
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Tools and platforms.
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Practical considerations.
Why this exists:
Ending with logistics ensures they do not dominate the tone of Session 0.
The group leaves the table thinking about characters, relationships, and story, not calendars and snacks.
Closing Note¶
Session 0 is successful when players leave eager to see these characters tested, changed, and remembered.
If everyone leaves with a sense that something meaningful has already begun, the session has done its job.