Running an Intermission Session for D&D
Back in my post about running Session Zero, I talked about how valuable it is to get everyone on the same page before starting a campaign.
But what happens when things pop up mid-game—stuff you didn’t see coming? Maybe something’s not clicking, or maybe the energy at the table has shifted in a way you didn’t expect.
That’s where I’ve found the idea of an “intermission session” to be incredibly useful. It’s not just a short break during a single session—it’s a dedicated session that lets you pause the story, regroup, and check in with everyone at the table.
I first came across this idea from Super Geek Mike (highly recommend checking out his channel). He talks a lot about how Session Zero can help avoid common issues like “It’s what my character would do!” moments, but even the best Session Zero can’t anticipate everything. Over the course of a campaign, new dynamics and challenges will always come up.
An intermission session is a proactive way to create space for those conversations. It gives everyone a chance to talk about what’s working, what isn’t, and what might need a tweak. It’s not about calling anyone out—it’s about making sure the game stays fun, engaging, and safe for everyone.
Here’s what you might cover during an intermission session:
A story check-in. Get a feel for what parts of the story are landing with the players, and which ones might be falling flat. It’s amazing how small adjustments can reinvigorate the table’s excitement.
Revisiting boundaries. As your campaign evolves, so might the players’ comfort zones. Check in to see if anyone’s hard or soft limits have shifted.
Conflict resolution. Sometimes issues pop up between players (or between players and the DM). An intermission session can be a safe space to talk through these things, separate from the in-game drama.
Table logistics. Even small things—like scheduling, snacks, or how to handle missed sessions—can be worth checking in on. A smooth table environment makes for a smoother game.
The best part? If you build these sessions into your campaign from the start—maybe even scheduling them during Session Zero—they become part of the campaign’s natural rhythm, not just a reaction to conflict. It’s another tool in your kit to keep the game running smoothly and the players invested in the story you’re telling together.
Have you ever tried an intermission session? I’d love to hear how it went. And if you haven’t tried one yet, what do you think about incorporating them into your campaign?
For more of my thoughts on how I run these sessions and how they’ve helped in my own games, check out the full video on the channel.
Cheers,
Brian