D&D General Example of "session zero" guidance in published adventures?

BMaC

Adventurer
I'm reading the new DMG and its section on session zero is good. Does anyone know of a published adventure (official or otherwise) that has detailed session zero material rather than "adventure hooks"?
 

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Players guides count?
If they do, I can't really see it as being more than a very limited sense. Otherwise, every setting gazetteer or the equivalent would count, which rather dilutes the meaning.

The request certainly seems to be wanting specific, direct advice for how to handle the lead-up to starting play. Unfortunately, I don't know any adventures that include such a thing. But that really isn't saying very much.
 

I think it would be hard for an adventure to have a session 0 included in it. To me, a session 0 is something for DMs and players to make decisions and plan on the campaign. It is rather personal to the table and things such as house rules and race restrictions are discussed. For a published campaign to have more than an outline and suggestions to the flow of the campaign would seem like it is excluding some people's fun and most companies would not want this to affect sales.
 

I'm reading the new DMG and its section on session zero is good. Does anyone know of a published adventure (official or otherwise) that has detailed session zero material rather than "adventure hooks"?
The Modiphius campaigns (Odyssey of the Dragon Lords, and Raiders of the Serpent Sea) have detailed player’s guides that really do session zero material well.
 

You'll have to define what "Session 0" would mean to you.

Otherwise, I consider "player's guides" to be the closest thing, and I make one for every campaign I run, such as my Dragonlance Campaign Guide. It's got everything a player would need about the setting and making a character linked to the setting.

This habit is largely inspired by Pathfinder adventure paths, each which has a free Player's Guide with unique backgrounds and mini-feats to link folks into the campaign, stuff that differentiates it from another campaign. You don't have to pick between 3 bullet point generic ideas to start your adventure. The adventure is already started. See Kingmaker's Guide.

See also a Dark Sun series of free adventures (that I've been helping edit). The first adventure provides backgrounds (with rewards) to hook characters into why they're headed to this particular village. It's not a full-blown guide and is designed to let folks more immediately jump into the adventure.
 

You'll have to define what "Session 0" would mean to you.

Otherwise, I consider "player's guides" to be the closest thing, and I make one for every campaign I run, such as my Dragonlance Campaign Guide. It's got everything a player would need about the setting and making a character linked to the setting.

This habit is largely inspired by Pathfinder adventure paths, each which has a free Player's Guide with unique backgrounds and mini-feats to link folks into the campaign, stuff that differentiates it from another campaign. You don't have to pick between 3 bullet point generic ideas to start your adventure. The adventure is already started. See Kingmaker's Guide.

See also a Dark Sun series of free adventures (that I've been helping edit). The first adventure provides backgrounds (with rewards) to hook characters into why they're headed to this particular village. It's not a full-blown guide and is designed to let folks more immediately jump into the adventure.
Is this what was meant by "player's guides"?

Because I was expecting things like Player's Guide to Faerun (a 3.5e text) or Eberron Player's Guide (4e text), neither of which is particularly good for the kind of purpose you describe here. They're more like...the whole text? Like they describe EVERYTHING about the world, not a quick, focused presentation + hooks to get folks ready.
 

Is this what was meant by "player's guides"?

Because I was expecting things like Player's Guide to Faerun (a 3.5e text) or Eberron Player's Guide (4e text), neither of which is particularly good for the kind of purpose you describe here. They're more like...the whole text? Like they describe EVERYTHING about the world, not a quick, focused presentation + hooks to get folks ready.

Player guides usually give you a rundown on a campaign, things to expect, new feats etc.

Late 3.5 and Pathfinder had them. So if you were a ranger for example you could pick useful favored enemies.

I'll probably post mine here next few days for comment.
 

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