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PF2e Remastered Session Zero Guide
pathfinder 2egame master

PF2e Remastered Session Zero Guide

15 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Pathfinder 2e
  3. >Gm
  4. >PF2e Remastered Session Zero Guide

The short answer

A Pathfinder 2e session zero is the pre-campaign conversation where the group agrees on the campaign premise, tone and safety boundaries, source and rarity access, variant rules, party roles, treasure, scheduling, absences, and how rules disputes are handled. Record the decisions so character choices and GM preparation follow the same campaign promise.

Introduction

Session zero is where the campaign becomes buildable. PF2e rewards coordination, so the table should agree on tone, safety, sources, rarity, party roles, variants, treasure style, and campaign scope before character choices lock in.

On this page

  • Introduction
  • Session Zero Agenda
  • Player Core Foundation
  • Player Core 2 Updates
  • GM Core Procedure
  • The One-Page Campaign Contract
  • Quick Reference
  • Party Role Questions
  • Player Core 2 Access Checklist
  • Session Zero Questions To Actually Ask
  • Tone And Safety
  • Recurring NPC Relationship Agreements
  • Treasure And Item Expectations
  • Campaign Shape Questions
  • What The GM Should Prepare Afterward
  • Example Session Zero Summary
  • Common Mistakes
  • Best Links

Use this with GM guide, rules, combat, skills, equipment, classes, ancestry guides, and archetypes.

A diverse Pathfinder party agrees on campaign plans at a sunlit table.

Session Zero Agenda

Agenda itemDecision to write down
Campaign pitchWhat are the heroes doing, where does play begin, and what kind of stories fit?
ToneHeroic fantasy, horror, intrigue, wilderness, dungeon crawl, war story, mystery, or sandbox.
SourcesWhich books are open, which are case-by-case, and which are off the table for now.
RarityHow common, uncommon, rare, and unique options are approved.
VariantsFree Archetype, Automatic Bonus Progression, stamina-style recovery, proficiency changes, or other house rules.
Party rolesHealing, front line, scouting, knowledge, traps, social scenes, ranged pressure, and downtime.
Content boundariesLines, veils, PvP limits, romance expectations, horror limits, and fade-to-black rules.
Table logisticsSchedule, absences, note taking, leveling pace, food, VTT, character sheets, and communication.
Reward structureTreasure by level, item access, crafting time, downtime, and whether loot is tailored.
Conflict policyHow rules disputes, character conflicts, and retcons get handled.

You do not need a corporate meeting. You need enough agreement that nobody discovers at level 4 that they built for a different campaign.

Player Core Foundation

Player Core session zero topics include ancestry, background, class, attributes, skills, feats, spells, equipment, deity, edicts, anathema, rarity, and party roles. Players should know whether the campaign expects healing, scouting, social play, survival, dungeon crawling, downtime, or heavy combat.

Player Core choiceSession zero question
Ancestry and heritageDoes this ancestry fit the region, tone, and table expectations?
BackgroundsDoes the background create useful hooks without stealing the whole premise?
ClassWhat role does the character expect to fill in combat, exploration, social scenes, and downtime?
AttributesIs the character built to do the things the player says they want to do?
SkillsWho handles medicine, traps, social pressure, knowledge, survival, and stealth?
SpellsAre casters prepared for the campaign's damage, support, utility, and counterplay needs?
Deity and sanctificationAre edicts, anathema, party conduct, and campaign themes compatible?
EquipmentWill the campaign support runes, consumables, tools, armor, shields, alchemy, and item access?

PF2e is generous, but it is not build-proof. A character can be flavorful and still need enough mechanical focus to function.

Player Core 2 Updates

Player Core 2 makes source access a real conversation. Its ancestries are often uncommon, it adds new classes, rare backgrounds, versatile heritages, archetypes, feats, spells, and items. Decide which options are open by default, which need story permission, and which fit the region or campaign premise.

Player Core 2 topicWhy it belongs in session zero
New ancestriesSeveral are uncommon or regionally specific, so decide how visible they are in the campaign.
AlchemistNeeds item access, formula expectations, crafting clarity, and patience for inventory play.
ChampionNeeds deity, cause, sanctification, and party-behavior expectations.
InvestigatorNeeds clues, research, mysteries, and scenes where knowledge matters.
MonkNeeds movement, terrain, stance expectations, and encounter spaces that do not punish melee mobility constantly.
OracleNeeds curse expectations and agreement that strange divine pressure is part of the character.
SorcererNeeds spell tradition, bloodline theme, and clear role in party casting.
SwashbucklerNeeds scenes where style, movement, skill actions, and social pressure matter.
WitchNeeds patron tone, familiar risk, and how much the GM will use the patron as a story lever.

Hot take: if a campaign has no clues, social stakes, wilderness pressure, or downtime, half of Player Core 2 becomes a very handsome parking lot.

GM Core Procedure

GM Core session zero guidance covers campaign expectations, safety, first session prep, published adventures, variants, Hero Point tone, treasure assumptions, and how the group resolves disputes. Put agreements in writing so the table does not rely on memory at level 7.

The One-Page Campaign Contract

Write this down and share it.

FieldExample decision
Campaign premise"Urban occult investigation with dungeon sites and faction fallout."
Starting levelLevel 1 unless the group agrees otherwise.
Books openCore remaster books by default; later books by approval.
Rarity policyCommon allowed, uncommon tied to region/story, rare requires GM approval.
Variant rulesFree Archetype yes/no; Automatic Bonus Progression yes/no.
Tone limitsList hard no topics, fade-to-black topics, and expected genre intensity.
Party expectationAt least one reliable healer, one knowledge lead, one scout/trap lead, and a front-line plan.
Treasure policyFollow treasure by level, with wishlist input allowed.
Hero PointsHow they are awarded and what behavior they are meant to reinforce.
Absence ruleWho pilots absent PCs, whether they fade out, and how rewards work.
Rules disputesQuick GM ruling during play, written follow-up after session.

The contract is not a legal document. It is a memory aid with armor.

Free Download

Get the Free GM Session Kit

Session Zero template, recap format, and a pricing cheat sheet - everything you need to run a better table and, if you want, get paid for it.

No spam, unsubscribe anytime.

Quick Reference

GM questionUse this when
SourcesPlayer Core, Player Core 2, GM Core, and future books
Raritycommon access, uncommon story access, rare case-by-case access
VariantsFree Archetype, Automatic Bonus Progression, Proficiency without Level
Toneheroic fantasy, horror, intrigue, exploration, sandbox, dungeon crawl
Party roleshealing, scouting, knowledge, social play, traps, front line, ranged plan
Treasurerunes, consumables, staves, formulas, crafting, wishlist, and item economy
Campaign pressurefactions, villains, travel, horror, war, mysteries, downtime, or dungeon survival

Party Role Questions

Ask who can heal, who can scout, who handles social scenes, who can identify magic, who handles traps, who fights in front, who fights at range, and who handles downtime. The answer does not need to be perfect, but if nobody covers recovery, knowledge, or hazards, the GM should know before designing the first dungeon.

RoleStrong local linksWhy the GM cares
RecoveryMedicine, Cleric, Druid, ChampionEncounter pacing changes if the party cannot recover between fights.
Front lineFighter, Champion, Barbarian, GuardianMonster targeting and map design depend on who can hold space.
ScoutingStealth, Rogue, Ranger, InvestigatorExploration starts and ambush fairness depend on explicit activities.
KnowledgeArcana, Nature, Occultism, ReligionMonster Core creatures are more fun when weaknesses, traits, and signs can be learned.
Social pressureDiplomacy, Deception, Intimidation, Performance, social encountersSocial encounters need players who want to lead them.
Hazards and locksThievery, Crafting, hazardsTrap-heavy play is miserable if nobody opted into the job.
Gear economyequipment, runes, consumables, alchemical itemsPF2e assumes item progression. Pretending it does not is how math gets weird.

Player Core 2 Access Checklist

Decide whether Player Core 2 options are fully open, story-gated, or case-by-case. Uncommon ancestries can fit beautifully, but the table should know how they appear in the region. Rare backgrounds should be discussed before they reshape the campaign premise. Archetypes should be clarified before level 2 if Free Archetype is in play. Alchemical items, formulas, and new equipment should be part of the treasure conversation if an Alchemist or item-heavy build joins the party. Session zero is also where the GM says which themes are central: dungeon survival, social politics, wilderness travel, heroic rescue, horror, or sandbox faction play.

Access topicGood default
Common optionsOpen unless they clash with the campaign premise.
Uncommon optionsUsually allowed with a story reason, regional tie, teacher, patron, faction, or ancestry presence.
Rare optionsCase-by-case because they often reshape the campaign's assumptions.
Free ArchetypeDecide before level 1, because it changes build plans immediately.
Automatic Bonus ProgressionDecide before treasure planning, because it changes how much item math lives in loot.
Variant rulesUse only if everyone understands what problem the variant solves.
Later source booksAllow by approval, especially if the book changes campaign technology, mythology, firearms, psychic themes, or item access.

The best approval policy is boring and predictable. The worst policy is "probably yes" until one player builds around it and then discovers it is no.

Session Zero Questions To Actually Ask

Ask these directly. Which books are open? Are Player Core 2 uncommon ancestries allowed by default? Is Free Archetype active? Is Automatic Bonus Progression active? How lethal should the campaign feel? How often should social scenes matter? How often should downtime matter? Are we using horror, body horror, political betrayal, romance, or PvP boundaries? What happens when a player misses a session? How are Hero Points awarded? How strict is treasure by level? Which character choices need GM approval before level 1? The answers prevent later build resentment.

Tone And Safety

PF2e supports bright heroic fantasy, grim survival, cosmic horror, political intrigue, wilderness travel, dungeon logistics, divine drama, and tactical meat grinders. It does not support mind reading between friends. Say the tone out loud.

TopicAsk this
HorrorAre fear, possession, curses, body horror, insects, disease, or helplessness on the table?
IntrigueAre betrayal, blackmail, secret loyalties, and legal pressure fun for this group?
RomanceIs it present, background-only, fade-to-black, or not part of the campaign?
PvPAre theft, mind control, social coercion, and hidden agendas allowed between PCs?
Character deathIs death expected, rare, reversible, or a campaign-shaping event?
Moral pressureAre villains simple, complicated, sympathetic, or genuinely horrifying?
Table correctionHow can a player pause or redirect a scene without needing to argue in character?

GM Core gives you tools for pressure. Session zero tells you which pressure is fun.

Recurring NPC Relationship Agreements

A recurring NPC can be a practical contact, friend, rival, business partner, or romantic interest. Before that relationship becomes a campaign thread, agree on what the group wants to explore. No participant should be pushed into romantic roleplay, and a relationship procedure should never measure a player's feelings.

Relationship questionAgreement to record
ScopeIs the relationship background color, an occasional scene, or a continuing campaign thread?
DetailIs it fade-to-black, lightly described, or played out in more detail?
AgencyWho is comfortable making choices in the scene, and what themes are off limits?
Check-insHow can anyone pause, redirect, or revisit a scene, including in the moment?

Use social encounters for a single conversation or social scene. If a recurring individual NPC needs a multi-session relationship track, use the Connection guidance in GM subsystems; that track represents the NPC's changing stance, while the PC's feelings remain roleplay. Revisit the agreement after a rejection, betrayal, sudden intimacy, or any scene that affects people at the table more strongly than expected.

Treasure And Item Expectations

PF2e's math expects gear. Session zero should decide how the party gets it.

Item topicSession zero decision
Fundamental runesWill the GM provide expected weapon and armor progression, or should players shop and craft actively?
ConsumablesAre scrolls, talismans, potions, ammunition, alchemy, and tools commonly available?
Formula accessEspecially important for Alchemist, Crafting, and item-heavy campaigns.
Staves and wandsImportant for Bard, Cleric, Druid, Sorcerer, Witch, and Wizard.
Firearms and gadgetsDecide whether firearms, gadgets, and technology fit the setting.
WishlistLet players name items they want, then place them in-world instead of making the market feel like a vending machine with elves.

Use equipment, runes, magic items by level, staves and wands, consumables, and treasure by level.

Campaign Shape Questions

Campaign shapeSession zero warning
Dungeon crawlHealing, scouting, light, Bulk, traps, marching order, and rest pacing matter.
Wilderness travelSurvival, mounts, weather, supplies, and exploration mode matter.
IntrigueSocial skills, secret factions, reputation, downtime, and noncombat objectives matter.
Horror or occultConsent, tone, Occultism, curses, mindscapes, and investigation matter.
War campaignLeadership, troops, siege gear, battlefield scale, and downtime consequences matter.
Monster huntingRecall Knowledge, tracking, weaknesses, terrain, and Monster Core behavior matter.
High magicSpell access, countermeasures, teleportation-style logistics, and magic-item availability matter.
Low item accessConsider Automatic Bonus Progression before the math starts limping.

What The GM Should Prepare Afterward

Prep itemWhy it follows session zero
First-session hookBuilt around the party's agreed tone and roles.
Starting settlement or baseGives source access, shopping, rumors, downtime, and NPC ties a home.
First three threatsOne combat, one social or exploration pressure, and one campaign clue.
Party-specific cluesEach character should have at least one reason the campaign notices them.
Treasure planEnough expected gear that players trust the system math.
Rarity notesA clear list of approved unusual options.
Boundaries noteA private GM reminder of lines, veils, and tone limits.

Example Session Zero Summary

FieldExample
Pitch"Level 1 city-and-ruin campaign about occult disappearances, public faith, and old monster pacts."
ToneHeroic investigation with horror edges; no graphic torture or PvP theft.
SourcesPlayer Core, Player Core 2, GM Core, Monster Core, and approved topic books.
VariantsFree Archetype on; Automatic Bonus Progression off.
RarityCommon open; uncommon allowed with story tie; rare by approval.
Party needsOne Medicine plan, one knowledge lead, one scout, one front-line defender, one social lead.
TreasureRune progression supported; player wishlists welcome; crafting downtime appears between arcs.
DisputesFast ruling during play, rules check after session.

Common Mistakes

MistakeFix
Treating the rule as isolated mathConnect it to character choices, scene stakes, and consequences.
Ignoring Player Core 2 optionsCheck whether new ancestries, classes, archetypes, feats, spells, or items change the party's tools.
Hiding every procedureKeep mystery in the fiction, not in the basic rules the players need to make decisions.
Overbuilding the sceneUse the lightest GM Core procedure that creates useful pressure.
Skipping rarity discussionDecide common, uncommon, and rare access before someone builds around a no.
Approving Free Archetype lateDecide before character creation, not when level 2 arrives with a tiny paperwork explosion.
Ignoring party recoveryPF2e expects recovery planning; pretending otherwise makes encounter pacing brittle.
Treating safety as anti-funBoundaries let the GM push harder inside the agreed space.
Forgetting treasure mathIf gear progression falls behind, combat difficulty gets distorted.
Letting one player build a solo premiseTie backstories to the party and campaign, not to a private novel.

Best Links

Use the PF2e hub, GM guides, beginners, beginner guide, character creation, starter classes, starter ancestries, classes, archetypes, free archetype, variant rules, Automatic Bonus Progression, Hero Points, treasure by level, and first session.

Hot Take: Session zero is cheaper than fixing six incompatible character fantasies at level 5. It is also faster than pretending the party has a healer, a trap plan, a shared tone, and a treasure policy while everyone silently hopes someone else packed those things.

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