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Switch to Forum Live View DMs: How do you do your session plans?
7 months ago  ::  Nov 07, 2012 - 8:23PM #21
Ultrahuntr
Date Joined: Jun 2, 2012
Posts: 8
I'm new as well. I've never actually gotten to play D&D, only DM, because none of my other friends knew how to play at first. Anyway, the couple times we played, I had probably 10-15 pages of notes, because I'm an idiot.

A good way to do it would be to watch people like Chris Perkins DM. Watch the games he DMed for PAX with Acquisitions Incorporated. I pretty much learned how to DM by watching him. Granted her knows his crap, because he DMs all the time, and helped make the game, but still. So long as you have a general idea of the plot, and maybe a list of NPC names to help you along, you should be set.

Hands down the best thing you can do for yourself is to familiarize yourself with commonly used monsters in your campaign. If you have several sessions where the PCs are getting attacked by Kobolds, and there are similar/the same monsters in some of the encounters, you shouldn't need to use the stat blocks for more than once or twice. That is easily one of the fastest ways to speed up a game.

Since you're in a homegrown world, that makes your game exponentially easier. You don't have to worry about any metagame info your players may know about the setting, because it's yours. You set the parameters and only you know what can and can't happen.
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7 months ago  ::  Nov 08, 2012 - 4:37AM #22
bluespruce786
Date Joined: Oct 21, 2012
Posts: 722

Learning how I best remember and recall information on the spot has been key to DM’ing over the years. Large blocks of text as found in published modules and settings are useless to me at the table. I find that if I draw up a map, even a simple one, and write quick notes about NPC’s or encounters on the actual map then I can easily find that information when I need it.


 My campaign map is about 20” by 20” square drawn on heavy weight paper, it has keep and town maps on the back side, they are taped to the base map and many fold out so that I have more room for notes and pictures. And so if I need to remember the name and attributes of a particular NPC I flip to their home town map, for some reason I can find this info much more readily than if it was in a book.

A picture speaks a thousand words, and it’s easier to get information from in the middle of a session. So I copy or cut out all sorts of images and then tape or glue them to my books and maps, my screen has all kinds of stuff added to it, and all of the images are in game people or places.  

I find color to be very helpful as a memory que as well. The yellow section on the map below are goblin fungus, an organism that spawns goblins and behaves much like yellow mold. 

Check out "Friday 5 minute maps" for some great ideas about easy art map making. 


 this 
This picture is from one of my old PC's. I find those guys make great NPC's because I know them so well. Sometimes the PC's kill one of them but I just change their name and stick em back in somewhere else so its not like they are gone for good =-)

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7 months ago  ::  Nov 08, 2012 - 5:13AM #23
bluespruce786
Date Joined: Oct 21, 2012
Posts: 722

Here’s another tool that I have found to be helpful; it’s a matrix of all the political power blocks in my campaign. Having it graphically displayed like this allows me to more easily see how PC interloping will affect things.


 

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7 months ago  ::  Nov 08, 2012 - 6:27AM #24
bluespruce786
Date Joined: Oct 21, 2012
Posts: 722

Another helpful tool for me has been an accordion file folder. I have a 12 pocket one that is 2 or 3 inches fat when loaded. I store Adventure modules that are an integral part of the campaign world in the folder with the low level ones being first and the higher level ones being last. If the party moves into a new area or encounters an NPC from one of these modules I can easily locate the information. I’ve tried a few different approaches to module (I guess they are called adventures now) organization but sorting them by level has been the easiest to remember.


 


That brings up another good point; some of my reference material is 30 years old. Having a library that I am familiar with is very helpful. The stats change over the years, but that’s actually pretty minor information, easily developed on the fly. The stuff that’s difficult to keep track of is storyline and NPC interactions and motivations. If you continue to use the same sources in your world they will become more robust and easier to work with as time goes on; cutting out a major part of your prep time.


As for balancing encounters it seems that many DM’s get wrapped up in making the encounter perfectly balanced. In my games it always seemed like either someone didn’t show up or someone else brought a friend. So balancing the encounter to the party before I got to the table was impossible. My solution was to rough it out and then include optional reserves, I have always felt that dungeons should be living, breathing places with monsters coming and going and helping one another or fighting each other on occasion. This logic helped me to loosen up as far as trying to create perfect balance. Better to consolidate 2 or 3 encounters into one big one if the party is having an easy time, or keep them as discrete events if the party is a bit weaker that you had planned for.


The other important facet of encounter balance is to introduce the players to the concept of tactical withdrawal, and enable them to do this.No need to be subtle about this either; give them a teleport out tablet and tell them "there is an encounter tonight that you will probably have to run from, and no I’m not going to tell you which one it is or was". Whether through the use of one shot magic items or helpful mundane ones like “smoke bombs”. I’ve mentioned this before and some people very much disagree with me so your mileage may vary. But I have found games to be much more satisfying for the players when they are unsure of success. It also takes a lot of the stress off of you if you know that they have an out if things get too tough.


 

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7 months ago  ::  Nov 08, 2012 - 11:03AM #25
Sir_Joseph_the_Crowe
Date Joined: Jun 20, 2012
Posts: 1,026
The big advice I might give : Any prep material you actually do, try to make sure it is usable in the future. If you make a map of a cave... don't write 'bugbear lair here', just write Room 1. I roughly copied a travel brochure for Mammoth cave a while back and I think I've used that map in well over 100 adventures since then (Shhhh... don't tell the party).


I'm not saying this is the best way, but this is my organizational chart, so to speak. I started out with a piece of paper with 4 circles in each corner... that was my world map.


This is what it's evolved to:


I now have 3 notebooks that I keep for a home-brew campaign. Plenty of people get by with much less stuff, but my old gray mare (me brain, berk) ain't what it used to be.

Book 1: DM SHORTCUTS


This is just a bunch of stuff I put together to save time when I'm winging it. It isn't campaign-specific. It includes:

 - A brief list of common house rules
 - A handful of pre-generated treasures of each challenge rating
 - 1 Super-generic pre-generated first level human character of each class (including NPC classes).
 - A handful of higher-level generic pre-generated NPCs, organized by 1 of these choices : A - Fighter types, B - Arcane types, C - Priesty Types, D - Stealthy types
 - All the dead PCs and any NPCs I actually took the time to make along the way.
- A list for an 'adventurer's kit' that includes backpack, rope, torch, oil, mirror and other common supplies 25 gp will buy. The things can be bought individually, but it's good for quick NPC treasure and speeds up character-making by avoiding penny-ante haggling.

Book 2: MAPS:


I organize these from scale-to-scale.

World Map
Continent maps
Kingdom maps, organized by continent
Local area Maps, organized by kingdom or area
City Maps (mine are really simple... just enough to show the scale of the city, with each city block drawn out and numbered, so I can say... Area 1 is where the Temples are. Area 2 is where the Prison is located. Area 3 is the castle. Area 4 is the Market. Etc...not much detail needed beyond that, since most adventures you can buy already have detailed maps of Inns and Temples and Towers and such.

Book 3: CAMPAIGN.


This notebook is in 2 parts.

3-A includes all the basic notes of the setting, organized by continent.
- Names of the gods and cultural descriptions of the peoples of the land
- How the calendar works (mine is 10 day weeks, 40 day months, 10 month in the year; each season is split into 2.5 months or 100 days). This makes it easy to roll percentile for random stuff)
- A brief history of major historical and recent events (which I compiled from the backgrounds of the characters, which I organized by year).
 This was the best thing I ever did for planning campaigns. If they say their father is an important noble, I add his father to the family tree, so to speak.
- A list of "Prophecies", in case players throw some divinations about... generic stuff like "War, Famine, Flood, Wedding"

3-B includes copies of a historical timeline for all the major events in the lives of the PCs.. If the PC tells me there was a plague that killed his family... I mark this on my history. I use this information when players talk to the various NPCs... I can say something like... "You knew him from the orphanage. His family was also wiped out by The Red Plague that claimed the lives of your parents. He was like a brother to you." or "Here is the site of that battle that your clan leader was in 100 years ago that forced him to send your great grandfather into hiding. 100 years is a long time... the river has moved and the hill has been leveled. The only thing that still remains is the cemetary there, though many new graves have since been placed there.".

I use all these notes to help me wing it. My latest campaign was a war with orcs, fought Roman-style. My last sessions notes were as follows:
good guys = 1 legate from legions 1 - 5 plus auxilliary for legion 5.

4000 orcs, 10 mastodons from somewhere with over-sized siege tower, guarded by the big scorpion-riding leaders. Siege tower atop marble quarry.
orc plan - reinforcement of 300 hvy foot orcs to march south and block bridge
chance to raise dead. roman stories of underworld. players are more greek. need boat. .... marble quarries... 'the dwarves dug too deep'...
sappers try to make it into underground marble quarry in order to attack mastodon baggage train.

Adventure Notes: engineers have finally broke into the mine. players lead the charge to clear the mines of monsters and hopefully take out the baggage train of the orc army. while there, they discover a path to underworld, which will include a chance to bring back one of the old dead characters. Players will go to three islands, borne on ships of the fallen dead of all the dead npc allies met so far. look at character histories for dead ancestors as well. ravenloft creepy? isle 1 = players are tiny compared to the natural wildlife.. treat them as 2 categories smaller and let them fight medium or large dire animals until they make it to ..... hercules tasks???


The way the adventure actually played out: I winged everything, but used all the notes above to do it. They were called into the war tent. I winged how they role-played a discussion with the general about how to handle a near-miss with the catapult. Result = move the general and the content of the tents, but not the tent. If they actually hit the tent, they can fake his death and catch the orcs off-guard if they hope to capitalize on the supposed defeat of the good guy's general.

the 300 orc reinforcements? the players were each assigned 100 men, depending on their level... a variety of troops. they role-played meeting with the orc leadership and made a strategy of waiting til the orcs bolstered their defenses and pushing the orcs into a bend in the river where they could cut them off from the main army. I ran an individual combat for each player involving a minor orc leader with an accompaniment of orcs, giving each player a full combat to shine, rather than spreading it out. The combats were brief, the orcs were outmatched, the battle was won. One cool scene involved fighting under a bridge that the orcs were trying to burn... and a group of chariots racing downhill through orcs, the decision of when to stop required a professional soldier check.

The attack on the marble quarry involved a make-shift tactic of using the mirrors from their soldier's adventure kits to create a glare on the catapult engineers and also give the players a chance to make it to the hole the sappers dug, while wading through the big flooded ditch.

The players were cut off from the most of the armies when the barge-catapult came in. And I used an old mine map. The dwarven sappers left equipment typical to a miner and I described it in detail on the meticulous of how organized it was... (paving the way for an encounter with the meticulous Dwarven Engineer Commander later).

In the mine, there was an ogre barbarian, straight out of the 3.5e monster manual, behind a handful of normal orcs.

I played up the cunning of the ogre. He didn't fall into the trap of getting flanked, made him a tough opponent. But he was still pretty stupid. He decided to sunder a pillar in the mine... all went dark and the players found themselves in the underworld.... a misty green-gray foggy land much like where frodo and sam went.

A rogue with a bowl of slop can be a controller.

WIZARD PC: Can I substitute Celestial Roc Guano for my fireball spells?
DM: Awesome. Yes.
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7 months ago  ::  Nov 08, 2012 - 11:13AM #26
Sir_Joseph_the_Crowe
Date Joined: Jun 20, 2012
Posts: 1,026
Short version... plan a bunch of generic stuff beforehand.. make it organized.

Keep up with any stuff you actually flesh out and re-use later.

Make some brief notes of the major stuff that might happen.

You are then ready for anything.
A rogue with a bowl of slop can be a controller.

WIZARD PC: Can I substitute Celestial Roc Guano for my fireball spells?
DM: Awesome. Yes.
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7 months ago  ::  Nov 16, 2012 - 2:51PM #27
renfrew
Date Joined: Nov 8, 2010
Posts: 28
This has probably been one of the most helpful threads I've read here - thanks everyone for the input.

Nov 5, 2012 -- 11:49AM, Destrada wrote:

Just wanted to post some acknowledgement for all this good advice. Thanks for your explanations and examples. If anyone else wants to chime in, please do... I would hope that this thread helps more than just me at some point or another. I'll keep checking back!

Oh, and I think this has all brought to light one of the reasons I may be so thorough. I like to play, more than DM... but more than either, I love world building. Those 2-4 pages most people mention about their homebrew setting? Mine was 86 pages, 33000 words, before we started... factions, places, places within places, how the planes work, the religions, high quality artistic maps, and everything. So I think a starting point will be to extricate myself from feeling the need to be as thorough in session prep as I am in my world building. Either that or just bite it and become an author to make some money off my insanity.

Please continue if anyone else has something to say.




Destrada, you sound like me. I'm only at 30k words though. In our group, there's a huge issue with keeping the story straight, who the factions are, and the intricacies of each character, diety, sub-diety, etc.

How do you (or any other world-builders) keep this kind of thing straight and collectively manage your shared perspectives of the world? Particularly when each character could potentially shoot off in a thousand directions with the variety of themes we have going on in the world.

We mostly manage our content on a secret facebook group, which is also where we organize meet times (there's 5 of us). We 'recap' most sessions with a narrative account by one of the PCs, from their perspective (or objectively 3rd person, for those who are not lit-interested). This is a TON of work. It's a chore when I'm busy, but a blast when I have time to kill. Any ideas or suggestions for managing this? We've been working on a wiki, but that's even MORE work...

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7 months ago  ::  Nov 19, 2012 - 11:11AM #28
SwampDog
Date Joined: Jan 2, 2011
Posts: 405
     My style is very different from those offered here.   Keeping in mind that I create all paper minis, by hand for every adventure, I would say my average prep time for a 5 hour session is 15-20 hours.    Not counting stat blocks, it's usually about 2-3 pages of notes.   My current campaign has been going for about 7 months and I'm up to 80 pages, about 1/4 of which 30 or 40 NPCs or organizations with info on what they do, how they are significant, their motivations, etc.
    
     I'm not crazy about some of the manual aspects of my approach; like finding, printing, cutting out and folding paper minis, but I'm too poor to buy any.   I do very much enjoy the world-building, the NPC creation, the taking of player-submitted backstories and adding hooks and then working them into my world.   Love that stuff.

     All DMs need to improvise some, unless you are running a strict boring railroad adventure.   To improvise an entire session I feel is lazy, and weakens the experience.   When I write, I will foreshadow stuff that won't bear fruit for weeks or months.   I seriously doubt the ability of most DMs to have enough forethought to do that strictly through improvisation, but perhaps some DM's have incredible memories.    I just know that I would never use the 'off the cuff and let's wing everything approach'.
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7 months ago  ::  Nov 19, 2012 - 11:27AM #29
Centauri
Date Joined: Jul 21, 2004
Posts: 9,669

Nov 19, 2012 -- 11:11AM, SwampDog wrote:

When I write, I will foreshadow stuff that won't bear fruit for weeks or months.   I seriously doubt the ability of most DMs to have enough forethought to do that strictly through improvisation, but perhaps some DM's have incredible memories.


No better than anyone else's. The idea is not to rely on any one person's memory, but that of the whole group. A whole group does have an incredible memory, compared to a single person.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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6 months ago  ::  Nov 19, 2012 - 10:22PM #30
jetshield
Date Joined: Dec 9, 2009
Posts: 3,660

Nov 19, 2012 -- 11:11AM, SwampDog wrote:

 To improvise an entire session I feel is lazy



I suspect you have no idea how difficult it is to weave the current story seamlessly into not only the world as built but also the back-stories of the characters and their entire adventuring careers on the fly.

Nov 19, 2012 -- 11:11AM, SwampDog wrote:

When I write, I will foreshadow stuff that won't bear fruit for weeks or months.



Any fool can foreshadow events they know will happen. Those same fools then often feel almost compelled to make those things happen the way they intended. It's far more interesting to foreshadow an event that might not even be a vaguely formed idea, and work to bring it to life over weeks, or months, or even years without losing the thread of the overall story or having some unrealistic (in terms of your particular world) and jarring event happen to trigger it.

I understand that not every DM is capable of doing all of that, but to call those who can "lazy" or to claim that they are weak, is patently ridiculous.

Boraxe wrote: "Knowledge of the rules and creativity are great attributes for a DM, but knowing when to cut loose and when to hold back, when to follow the rules and when to discard them, in order to enhance the enjoyment of the game is the most important DM skill of all."

Keeper of the Sacred Kitty Bowl of the House of Trolls.
Resident Kitteh-napper.
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