Quickstart Hub: Get Your Table Running

Provide a central checklist and asset links so new players and GMs can prep and start their first session together.
6 min read
Everyone

Quickstart Hub: Get Your Table Running

You've learned the basics. Now get everyone together, pick characters, and play a one‑shot—an adventure planned to finish in a single session. This page is your launch checklist.

If you haven't covered the basics yet, start with What Is a Tabletop RPG?, The People at the Table, and Session Zero in 45 Minutes. Players should review Your First Character Template, and GMs should read Running Your First Scene.

What you'll learn

  • What's included in the quickstart kit.
  • The prep steps for players and your Game Master (GM).
  • How to use the pre‑generated characters and handouts provided.

Your quickstart kit

The kit contains everything you need for 2–4 hours of guided play:

For everyone:

  • A Session Zero (a planning meeting to align tone, boundaries, schedules, and tech) guide including safety tools (the agreements and signals that keep play comfortable for everyone).
  • A one-page rules reference covering checks and scenes.

For players:

  • Four pre‑generated characters (fictional personas prepared ahead of time for quick play). Each includes a name, skill set, goal, and connection to another character.

For the GM:

  • A complete one‑shot adventure with three scenes, clear stakes, and decision points.
  • Handouts (sheets or images the GM shares with players) for maps, clues, and NPCs.
  • A facilitation cheat sheet with prompts and timing notes.

Prep checklist

Before you meet (15 minutes each)

GM:

  1. Read the adventure once to get the big picture.
  2. Skim the NPC descriptions and note one detail per character.
  3. Print or share the handouts digitally.

Players:

  1. Browse the four pre‑generated characters.
  2. Pick one that sounds interesting. No optimization needed.
  3. Note your character's connection to another player's character.

At the table (Session Zero, 30 minutes)

  1. Review the Session Zero packet together: tone, boundaries (content or situations your group chooses to avoid or soften), and safety tools like the X-Card (a simple tool to pause or skip uncomfortable content).
  2. Confirm schedules and tech setup if you're playing online.
  3. Players finalize character picks and share one-sentence introductions.
  4. GM frames the opening scene and stakes.

During play (90–120 minutes)

The adventure is structured in three scenes. Each includes a prompt (a cue or question that invites player action), possible checks, and outcomes. The GM follows the facilitation sheet; players describe what they try, roll when asked, and react to consequences.

Try this (2 minutes)

Open the character packet. Pick a pre‑gen and write one extra personal detail not on the sheet—a favorite food, a fear, or a habit. This tiny addition makes the character yours.

Common pitfalls

  • Skipping Session Zero—spending 30 minutes now prevents confusion and discomfort later.
  • Over-prepping the adventure—the GM only needs to know the scenes and stakes, not memorize every line.
  • Treating pre‑gens as locked—you can adjust names, pronouns, or small details to fit your table.

Do this next: Session Zero Packet