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Help a struggling GM out: Can I peek at your prep sheets?

Started by Narf the Mouse, March 27, 2009, 08:10:11 PM

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GameDaddy

Quote from: Narf the Mouse;292885Er, all of that would be the stuff I already know. And I know full well the finished product is the game session. The thing is, I don't know what pre-session notes look like...

The only pre-session notes I have for many games sessions is the historical notes from previous sessions, and only for reference. If the players can't remember, they have to roll to see if their characters do.

I thought a major plus of RPG's was that the players created the story based on the choices of their present circumstances. Going off the cuff, or rolling randomly to choose new elements for the present is an often used, pragmatic, and effective. I'm sure there's plenty of GM's that enjoy baggage trains of data. Getting older now, I just don't have the spare time to generate campaign notes that may or may not get used.
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~ Dave Arneson

kregmosier

Quote from: Pseudoephedrine;292975My prep notes going into a game consist almost entirely of names, charts, maps and stats. I avoid writing out descriptions, summaries of sessions, and other bits of prose whenever possible. I paperclip all my notes to my DM screen for easy consultation.

Generally speaking, I have:

1) A list of the name of all the major NPCs that have appeared recently or will appear soon and some interesting minor ones. Sometimes with a short phrase next to them to remind me who they are, or why they're here. I fill this out as I go, so that I don't have to remember it that closely between sessions.

2)Maps of possible combat situations. Even if it's a game where there's no need in the system itself for a map, I like to have at least a quick sketch so I can describe things in a consistent way. Any map I don't use in a session I save, so that if I want a similar fight later, I have one at hand.

3) Stats for bad guys / encounter sheets. I hold onto these and recycle them, esp. if I don't use them in one session. They can always crop up four sessions down the line reskinned. I usually include treasure on this. In practice, this is the same sheet as the map-sketches in 2.

4) I have a little chart showing the rough progression of what the NPCs plan to do over the course of the session, with some possible divergences or convergences based on what I think the most likely course of action for the PCs will be. I draw these up in between sessions and they're probably the notes I consult the most.

I make them by writing every major NPC's name at the top of a sheet of paper, then writing the opening event of the game at the top. I draw a little arrow from the opening event down a bit to the next event, and so on, until I'm somewhere near where I want the session to end. I then draw little arrows down from each NPC, with a pause at each event they're contributing to or appearing in. I then write a short note along the arrow what the NPC has been doing between the last event they appeared in and this one.

Works pretty well. Worth trying if you never have.

that's great advice, and good technique.  i'm going to try this within the next few weeks before i GM again! :hatsoff:
-k
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i wrote the Dead; you can get it for free here.

Soylent Green

Quote from: GameDaddy;292978I thought a major plus of RPG's was that the players created the story based on the choices of their present circumstances. Going off the cuff, or rolling randomly to choose new elements for the present is an often used, pragmatic, and effective. I'm sure there's plenty of GM's that enjoy baggage trains of data. Getting older now, I just don't have the spare time to generate campaign notes that may or may not get used.


Well yes and no. You are absolutely right in saying that what happens in game should be a reflection of how the players react to what has happened before.

But there is a role for the GM to introduce new content. If you are running a supers game, you would not normally expect the players to come up with ideas for crimes to foil. And eventually, when all the old threads are tied up, you will need new crimes to keep the game moving.

Sure you can improvise any new content, but some of us (okay, maybe just me) are more comfortable thinking about these in advance, even if does mean half of this content never actually get's played.
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Narf the Mouse

Thanks for the help - Lots of help. :)

I'm running Hero System - Fantasy. One-on-one game with my brother.

I think, for the next session, I shall have a scribbled-out area map and a brainstorm of NPC relations/actions.

See how that works.
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PaladinCA

#19
My advice after 28 years of this stuff...

Don't bother plotting out anything in great detail. If you figure on the players chosing from four possible approaches to any challenge, they will choose number five everytime.

The key is to create NPCs and give them motivations. The PCs will either end up aiding or conflicting with those NPCs at some point or another. It is the conflict that occurs between PCs and NPCs that ultimately fuels the role playing game.

It is fine to have a short page of notes on what you might expect to happen in a session, but it will never happen the way that you think it will. Well, almost never.

A rough timeline of events can be sketched out to. If the players don't get pro-active and do anything to aid or foil an NPC, then that NPCs plans go on without them. Events in a setting still happen, whether the PCs cause them, affect them, or choose to have no impact on them whatsoever.

howandwhy99

PaladinCA is right on the money.  What you want is a world to explore, not a plotline to follow.  Sketching out a probable future for the NPCs and world to continue in is one method. I prefer rolling out a future timeline of events, so if anything happens I can take an easy peek to see what changes and what stays the same in the grand scheme.  

What I like to tell people who GM is this: If you find yourself dreaming of really cool things that would be awesome if your players did them, then you are thinking like a player and not a DM.  If you are dreaming up a configuration of world elements (think nouns: people, places, and things) for the players to test themselves in, then you're thinking like a DM and not a player.  Both are fine ways to think, but they're different roles.

dindenver

Hi!
 Here is a campaign I wrote for LoL
Plot (This part is the reality, it is not revealed to the players in
the beginning)

Antagonist: A Triclops named I Lung. The oracles of his homeland have
been blinded by the government's actions (corruption of their powers
emanating from pearls on their vestments, pearls put their by the
rulers of the Triclops. The corruption has been going on for some
time, just removing the pearls is not enough). I Lung knows they are
losing their sight, but the only clue he has to the instrument of
their salvation is that it will come from the earth. So, he has
gathered a small army and is raiding all of the mines and dungeons.
All of the mines and dungeons in his homeland have been searched, now
he must start in mines and dungeons of other countries. And so his
war-like behavior begins. Meanwhile, the oracles are unable to see
what caste young Triclops should be in. Anarchy is slowly creeping
into Triclops society as young Triclops and their families fight over
what caste they should be in.

Chapter 1 Ignorance and Hell
Overview: Characters suffer at hands of enemies because they do not
know the enemy's goal
First the country that the characters are in is invaded by a surprise
attack. Armies are mustered and put at strategic places. But the next
invasion comes at a strategically unimportant location (It does have a
dungeon, but characters will have to figure this out on their own).
The attacks continue, but there is no easily discernible pattern.
Transition: Characters try to find out what is going on

Notice that the action starts before the players get involved and can
theoretically continue if the players do not take the plot hook...

Chapter 2 Hunger and Desire
Overview: What is the enemy goal? How can the characters find out?
Characters should analyze each battlefield. May even risk a foray into
enemy territory to get more info. Spying will not learn more than the
location of next battlefield.
Transition: Characters try to stop goal

Chapter 3 Anger and Hatred
Overview: With initial goal discovered, real war can be waged.
Characters meet army on battlefield. Move to areas with dungeons.
Transition: Phase two of enemy plan

Chapter 4 Reaction and Instincts
Overview: Reacting to enemy's move brings defeat
Surprise defense brings quick retreat from enemy, subsequent invasions
against mines, not dungeons. When this pattern is discovered, attacks
will be made randomly against either mines and dungeons.
Transition: Peace talks or spying

Chapter 5 Emotion and fellowship
Ovrview: Characters begin to feel fear or curiosity and might even
attempt conversation with enemy
Players will attempt to deal with adversary with respect. May attempt
negotiations or infiltration. Sooner or later order will be restored.
I Lung will not reveal his true motivation. Especially if he is
defeated in battle.
Transition: Peace or conquest

Chapter 6 Pleasure and Reward
Overview: Reward for hard work and new revelation
In the resulting order brought from chaos, the characters will be
greeted like heroes. They will know many rewards.
Transition: Investigate true cause of problem

Chapter 7 Perseverance and Studies
Overview: Eventually the characters will want to know why did this
happen, how to prevent it from happening again?
When characters look into problem, they will start to see I Lung's true motives.
Transition: Investigation stops

Chapter 8 Action and Initiative
Oveview: Take action against mastermind
They will discover that Triclops leaders are not behind invasion and
seek out I Lung.
Transition: Let him live, help his compatriots

Chapter 9 Compassion and Caring
Overview: Will the characters attempt to find a solution that benefits all?
Speaking with I Lung may reveal his true intentions. Characters will
have to build trust or do real investigation to find out.
Transition: Make a possible solution to the problem a reality

Chapter 10 Inner and Outer peace
Overview: Conflict will not end until the characters make a solution
that benefits all.
Work with I Lung or his survivors to save the oracles and,
consequently, Triclops society.
If the characters are evil or warlike and kill I Lung and keep
fighting people in his faction. Then the endless cycle of fighting
continues until I Lung's faction can solve their own problem or they
are all dead.

 Basically, what I am trying to do with this campaign structure is
setup the outline of a story, but leave room for the players to do
whatever they want.
 Does that make sense? Does it help? Do you have any questions?
Dave M
Come visit
http://dindenver.blogspot.com/
 And tell me what you think
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KrakaJak

Here's a direct copy/paste from the text file of my notes for my upcoming Two Fisted Tales game. It's based on this post in this thread.


Quote"Excuse me sir, you have a telegraph. It's from the President."


JULY 5 1937
TO MY MOST ESTEEMED COLLEAGUE STOP
AMELIA EARHART HAS GONE MISSING STOP
I REQUIRE YOUR ASSISTANCE ON THIS MOST CLANDESTINE OF MATTERS STOP
I HAVE ARRANGED FOR YOUR IMMEDIATE TRANSPORTATION STOP
TO THE WHITE HOUSE BY AERO PLANE STOP
THERE SHOULD BE AN AUTO WAITING FOR YOU OUTSIDE STOP
I ANXIOUSLY AWAIT YOUR ARRIVAL STOP
THE PRESIDENT STOP
FDR STOP



Pres: You gentlemen (and lady?) have been called on as you are some of the top minds and greatest heroes our great country has to offer. I regret to pull you away from your, no doubt, important duties, but your country needs your assistance.

As you may have heard, Amelia Earheart and her co-pilot Fred Noonan have disappeared during their flight around the world. However, as you may not of known, the flight was far from a publicty stunt. Amelia's plane has been outfitted with cameras and she was given a mission by the CIA to photograph Japanese ship formations while flying over the Pacific. W fear something sinister may have happened to her. we need your help in discovering what happened to Amelia and Fred and in recovering the cameras and any footage she may have documented.



Submarine attack? by boat
Airplane attack by plane/blimp
Discover her crash site,
Island Natives attack (cannibals)
Secret Nazi/Japenese joint Volcano Base
Hollow Earth?
Giant Gun aimed at the White House.

It's basically just a shotgun blast of any ideas I have for the game written down as I get them, separated by a couple of carriage returns :D
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

Seanchai

My prep work is 98% in my head. I dream up - or, more accurately, daydream up - a general plot and then, before each session, spend some time thinking about how things have changed, the ramifications of the PCs actions, the various NPCs attitudes toward the PCs and their plans, etc..

Seanchai
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jenskot

Narf, I use...

The "Scenes" and "Notes" sections I fill out as we play. Everything else I fill  out beforehand as needed. I keep the spaces to write notes small so that I have to be concise. And I usually have a separate sheet for NPC stats.

Hope that helps.
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mrk

A really good tool that I learned from Lin Cater's " Imaginary Worlds" is to draw out with a main map ( the world, continent, ect) and then have a map to the Country or Kingdom your planing on having your games within. It doesn't matter how elaborate your maps are( although it helps)  what's important is  pre visualizing and helping you have an idea of  the campaign your going to be presenting to the players as a GM. Also, keep a journal or folder to put whatever stuff you think of your catches your fancy. you'll be surprised by how many ideas will pop into your head at any given time of the day.

Although these are maps from a major work of literature spanning years of development, it's a good example and starting point.

http://tinyurl.com/cwah2l <--main world map

http://tinyurl.com/cuowws <-kingdom
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