How I Learned To Stop Worrying About Game Prep

One of the things that eternally plagues game masters is the subject of game prep. How do we find that balance between having more material than we will ever need, and having a session come to a stop because there wasn't enough prep done? This is something, I think that most game masters deal with regardless of how long of a time they have been sitting in the game master's chair. Really, as long as a game entertains everyone at the table, you've done the right amount of prep. However, the question will always remain.


One of the things that eternally plagues game masters is the subject of game prep. How do we find that balance between having more material than we will ever need, and having a session come to a stop because there wasn't enough prep done? This is something, I think that most game masters deal with regardless of how long of a time they have been sitting in the game master's chair. Really, as long as a game entertains everyone at the table, you've done the right amount of prep. However, the question will always remain.

I've been gaming since 1979, and by about 1980 or so I started GMing more or less full time. In the "old days" the answer to "How much do I prep?" was answered by the very robust publishing schedule of most role-playing game publisher. For example, I played a lot of the Marvel Super-Heroes role-playing game from TSR in college, and the years afterwards. I didn't read as many Marvel comics as I did (do!) read DC comics, so I was always at a disadvantage with the Marvel universe because of that. Because of the fact that TSR published so much material for the game between adventures and roster books, they managed to fill in a lot of the blanks for me with their official material. Many of the TSR published settings for AD&D around that same period gave you a lot of material to work with, regardless of whether you played in the Forgotten Realms or Al-Quadim or the Planescape settings, you had a lot of your prepwork done for you.

Publishers like White Wolf took this tact as well, sometimes giving you more material than you might ever even need as a GM.

Unfortunately, while we are in a different sort of golden age of riches as gamers, the day of the overabundance of pre-made material is in the past. That isn't necessarily a bad thing, but it sometimes requires adaptation from those of us who have been gaming for a longer time. I like a low prep approach to gaming as a GM, since I'm not 11 years old anymore, I don't have the time to spend on game prep that I once did (nor do I really have the desire, either). Sometimes my preferences for low prep games interferes with my running of older games at times, the techniques that work for newer games don't always work in older games.

This is why I was attracted to a system like Fate from Evil Hat Productions. I've played and run Fate games since Spirit of the Century debuted years ago, and the approach of the game has been becoming my default approach for a few years now. The first rule of game mastering is that no idea that you have (regardless of the amount of prep that you put into a game session) will survive its encounter with the players. They will zig when the story zags. But the nice thing about the system is that when this happens all that you need to do is come up with a couple of aspects, a skill or two (approaches if you use Fate Accelerated like I do) and roll with it. Games like the many, many variants of the Basic Roleplaying Game or the open content of Mongoose Publishing's fantasy RPG Legend (or their version of the Runequest rules from which Legend was derived) make that easy too. Come up with a couple of skills on the fly, give them percentages and worry about filling in the spaces later.

With our ongoing Marvel Super-Heroes game I find myself taking NPCs and working them into something close enough to work with. Our campaign is loosely based in the Marvel Universe, which works mostly because the players don't have a super detailed level of knowledge about the world, so that gives me plenty of wiggle room. Besides, the longer the campaign goes on, the less it has to do with the Marvel Universe proper anyway.

So, how do you balance these things out when you want to be a low prep sort of GM? There's a few guidelines that come from how I run a game:


  • Know your system. This is probably the most important one. You hear a lot of people talk about "internalizing" a game system. What this means, for me, is that you have developed a high degree of system mastery in your chosen game system. One of the reasons that I like to use the Marvel Super-Heroes RPG is because I have run it long enough that I know the system really well, and can run it without having to flip through books trying to find something. I'll have a few pages of notes, NPCs written out if the game is complex enough to need them in advance, and then everything else during our sessions have me make situational rulings. I will use the game's universal table to resolve things, and come up with similar resolution ideas on the fly. But to do this, you have to know the system.
  • Know your genre. This is almost as important as knowing the system that you're running. I've read comics for longer than I've played role-playing games. I have enough comic plots nearly memorized to be able to repurpose them for campaigns for years. If I don't, I can read a trade collection before a session and use the ideas in our game. Most GMs have read enough fantasy novels, or seen enough fantasy movies, to be able to do the same things. The trick is to find the things that the players don't know, so they won't think that you're just repurposing someone else's story.
  • Be able to be flexible about things. One of the basic skills of a GM is that you need to be able to learn how to spin things out on the fly. If you can't be flexible as a GM, if you can't make things up on the spot as a reaction to what the players are doing, you are going to have a hard time being a low prep GM.

This is just the tip of the iceberg, but they are a good starting point. Not everyone is going to want to be a low prep GM, but there will be those times when it will be needed and you might want to know what to do.

I have a friend who is always amazed when I run an evening's game with just some notes in my gaming Moleskine and a copy of the Fate Accelerated rules. Sometimes I'll have a brief idea of what I want to use for the setting, and other times I'll see what bits and pieces the players give up, that excites them.

Recently, on Free RPG Day, I ran a three hour session of Fate Accelerated for eight people (only about half of whom I actually knew). The idea was that the whole game would be generated on the spot, and play would roll out of what the players and I created. Fate's game creation rules are helpful for this, because they quantify a way to make up a setting at the table. I started with some prompts for the game. I wrote up a set of basic genre cues on index cards which said things like "A Space Ship Adventure…but…" The players filled in the "but…" with "all the characters are robots." We were off. For the next few minutes we outlined the details of the setting: everything took place on a sentient AI-driven biomechanical space ship, except the ship's AI was getting senile and things were slowly starting to malfunction. While the players made up their characters I put together a few other details: the ship was on a ten year exploratory tour, beaming back information to a central command that would be used later for voyages with ships that were occupied with people. The ship itself was built with planned obsolescence in mind, and the "falling apart" was planned from the beginning. Within about half an hour we were ready to go, and we played for another two and a half hours, until we got to a stopping point. The game was still left open-ended, so that if we had all so desired we could have spun it into an ongoing game.

This shows the basic concepts of low prep play in action. If this is something that you want to give a try, you now know where to start. The genre of the game, the system that you use all figure into how you do this. Now you know.
What sort of prep do you do as a GM?
 

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Von Ether

Legend
One of my favorite memories of using Fate was during our FLGS's board game night. Three people approached me and asked about RPGs. I said that if they bought the $5 FAE and two dice (d6s), I'd run a game for a couple of hours.

Based on their characters, a cop and a modern day wizard, I soon had them waking up from cryo-pods and discovering they had been put in stasis just before some sort of necro-robot apocalypse ended the world as we knew it. They were fascinated with questions of what and how it had happened. So was I (I didn't have the answers either.) If I hadn't already been booked up, I would have started a new campaign right there.

And, yep, we made PC in less than 20 minutes and wrapped up the game in two hours.

For me, the Fate Freeport Companion, is my favorite implementation using D&D attributes instead of FAE's method of Approaches and covering the bases for races, magic and Freeport monsters.
 


Connorsrpg

Adventurer
Yeah, it was Savage Worlds that showed me the way of less prep. Mind you, I went to SW during D&D 4E. There was something about 4E play that I did not like, but as a GM it was also fantastic for helping me prep less - esp monsters.

I love running sessions with nothing more than a few random charts that I use for all games. Namely, Encounter Charts. If I get time I develop some b/w sessions.

I still love to put background work into a setting b4 beginning, but yeah, spending less time prepping for sessions.
 

Mistwell

Crusty Old Meatwad (he/him)
It was 5e D&D that showed me the way to less prep. I ran out of time one week, because I now have a family and other obligations that just didn't allow for prep, and was forced into DM'ing while winging it, and...it went better than the prep games! So I just continued. And it's never let me down since. I can now make up monster stats on the fly, a new monster on the fly, adapt to player's whims in going some place I didn't expect, all without much effort these days.
 

Advice from HoL: Human Occupied Landfill (the most anarchic anti-rpg ever written):

"Don't make maps. Don't write down NPC stats. Don't plan out every square inch of ground you want your PCs to go. Don't plan their actions. In general, don't plan very much of anything at all. An entire epic campaign may be kept moving at a sweaty pace if you just spend six minutes making notes before a game, and scritch a little during it. There is no need to lose sleep and turn your brain into something resembling guacamole in the aft of the fridge in order to maintain a storyline that will make your players grovel to continue. It's easy and doesn't require any evil, addictive substances or thumb screws. Here's an example of notes for a six hour game:

[Picture of unintelligible, messy hand scrawled notes]

Think of images, keep em in mind and pick a good one to start with; then use others if you can. If you don't, save them for the next game. The thing is, let the players go where they want from the start you've given them, and draw the adventure from what they try to do, occasionally stoking the fire with some major event. But always keep everything dramatic - not necessarily serious - just acting wise. HoL is a game of performance, not number chowing. That's why experience is given for roleplaying, not roll playing"


Prevalent attitude in 90s game design, and one for the ages, I think.
 

Yaztromo

Explorer
I agree with you: in time, you learn to pick the right system (and personally I'm going towards simpler and simpler, faster and faster), the right genre / setting and you learn to be more flexible and ready to come up quickly with a new plot device when needed.
Starting with the right system for you is a good first step.
 

Symon Leech

First Post
Agreed, the simpler the system the easier it is to play around with. Also I'd say don't be afraid of making up rules/dice rolls on the fly when players ask for something not covered in the rules, or if it is covered then you can't remember it. Nothing breaks the flow of a game like stopping to check the rules on something. The same can be said for NPC's made up on the fly, if they are an average mook they have average stats, if they are specialists they are good at one or two things but average in the rest.
 

Banesfinger

Explorer
I also like to think a GM should know the players. What motivates them? Story? Combat? Intrigue?
You can choose a system you (the GM) loves, but if all the players hate the system (or genre) your game will be a flop - no matter how short the prep time is. If the players love the game, they'll help it move along on their own; they'll be invested in the characters; they'll keep the story moving - which helps a ton in keeping the GMs prep time minimal, because he's no longer shouldering the burden of a story by himself.
 

mflayermonk

First Post
Fate seems very good for short session pick up games and one-shots (if everyone understands the core conceits of the system).

I agree with this ^.
I've found my best Fate sessions have been one shots based on some movie that is out in the public. For example, I've used Fate for a Matrix one-shot, a Dune one-shot, a Fast and the Furious one-shot, and even a Brazil (the Terry Gilliam movie) one-shot.
 

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