I ran session zero for my Traveller game yesterday. Phew.
It's a five-player game. I'm pretty anal about sticking to four players because five gets cacophonous. To fit an episodic session in a 3.5-hour session, I have to seriously strip down the plot. I'd rather run for three people than five. This particular group is also a lot. One player was two hours late. I expected to fit character creation and a mini-adventure into a 4–5 hour session. Nope. Character creation took about six hours.
I think the late player has pretty debilitating ADHD. I had to hold his hand through every step, literally to the point where I had to explain how to roll ability scores (2D6 six times) and where to put the scores in his character sheet at least three times. This is not his first RPG.
Traveller character creation is a beast unto itself, too. Through a minigame, players simulate their lives up to adventuring. I honestly think it's most similar to the game of Life. Each four-year period in a player's life is broken down into a term. In a term, you can go to university, the military academy, or enter into a career. Each career has three different assignments players can choose between. The Agent career, for instance, allows players Law Enforcement, Intelligence, or Corporate. They have to make a roll to enter the career (if they fail they're drafted into the military or become a space drifter), a roll to see how well their term goes (success will give you an event, which may grant you an extra skill, while a failure will grant a mishap—usually an injury, enemy, or a disaster forcing you to leave the career), and a roll to see if they advance in their field. Advancing gets them more benefit rolls at the end of character creation, giving them more/better rewards.
In old-school Traveller, players would exit their career to become an adventurer in their 60s, 70s, or 80s. In the updated book, they incentivize you to leave your career around middle age. It's often joked about as a midlife crisis simulator. Despite spending six hours on character creation, I had a good time. The players get extremely fleshed-out backstories thanks to the character creation process, and as a huge boon to the DM, they even enter the game with a list of allies and rivals.
Despite it all, I'm excited to see how this goes.
(I can only imagine how I sound in this thread, basically just bitching and moaning about my players/DMs and venting my anxieties.)