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For those of you with ADHD, how do you organize your campaigns?
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<blockquote data-quote="Celebrim" data-source="post: 9263508" data-attributes="member: 4937"><p>Regardless of system I tend to organize my thoughts into Chapters/Adventures that narrow things down to a smaller frame of events. I may have big campaign level notes for factions and fronts and events and calendars (check the calendar, what is happening today), but the PC's are expected to be dealing with one particular front/faction at a time usually are have some focus that is more predictable and limited in scope.</p><p></p><p>It can be really hard to keep a living world going. I spend more time than I should in session trying to find the notes I need because facts, NPCs or player questions show up not in the location that I expected them to show up in because the PC's aren't following the path I anticipated.</p><p></p><p>Typically a chapter consists of a bit of setting background giving demographics and history of the location, and then contains a long detailed section on "What has happened?" that describes some actions taken by a faction often in secret that will be the driving force of the adventure, and then contains entries for likely factions the PC's could run afoul of along with major (named) and example/template NPCs for ad hoc encounters, then contains entries for locations the PC's could or are likely to visit where they may meet NPCs and/or find breadcrumbs. NPCs generally get example conversational topics and how they are likely to respond to give a sense of what they know. Encounter locations could be anything from a simple stage for the encounter up to the scale of a dungeon. </p><p></p><p>Beware handwaves like, "The NPC talks tells a joke" where you didn't write down the joke. Make sure you have enough notes actually written down that you aren't improvising the hard parts (whatever the hard parts are for you).</p><p></p><p>Of that again "What has happened?" is the most important thing. Knowing exactly what happened in your head in a concrete manner with no handwaves is how I don't forget.</p><p></p><p>Invariably I have things about 80% detailed and then in between sessions in response to unexpected events I have to create more details that I didn't know I needed. Invariably I have more information than I need because there are locations the PCs don't visit or discover because of missed breadcrumbs, but I have enough 'three clue rule' going on that they find some path through to the end. </p><p></p><p>Note that I'm a big believer of narrow-broad-narrow where there is a hook, a mini-sandbox to explore, and a trail of breadcrumbs that leads to figurative exit from the scenario with some sort of finale where the PC's accomplish whatever purpose they have by some means (or fail to do so with associated consequences).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9263508, member: 4937"] Regardless of system I tend to organize my thoughts into Chapters/Adventures that narrow things down to a smaller frame of events. I may have big campaign level notes for factions and fronts and events and calendars (check the calendar, what is happening today), but the PC's are expected to be dealing with one particular front/faction at a time usually are have some focus that is more predictable and limited in scope. It can be really hard to keep a living world going. I spend more time than I should in session trying to find the notes I need because facts, NPCs or player questions show up not in the location that I expected them to show up in because the PC's aren't following the path I anticipated. Typically a chapter consists of a bit of setting background giving demographics and history of the location, and then contains a long detailed section on "What has happened?" that describes some actions taken by a faction often in secret that will be the driving force of the adventure, and then contains entries for likely factions the PC's could run afoul of along with major (named) and example/template NPCs for ad hoc encounters, then contains entries for locations the PC's could or are likely to visit where they may meet NPCs and/or find breadcrumbs. NPCs generally get example conversational topics and how they are likely to respond to give a sense of what they know. Encounter locations could be anything from a simple stage for the encounter up to the scale of a dungeon. Beware handwaves like, "The NPC talks tells a joke" where you didn't write down the joke. Make sure you have enough notes actually written down that you aren't improvising the hard parts (whatever the hard parts are for you). Of that again "What has happened?" is the most important thing. Knowing exactly what happened in your head in a concrete manner with no handwaves is how I don't forget. Invariably I have things about 80% detailed and then in between sessions in response to unexpected events I have to create more details that I didn't know I needed. Invariably I have more information than I need because there are locations the PCs don't visit or discover because of missed breadcrumbs, but I have enough 'three clue rule' going on that they find some path through to the end. Note that I'm a big believer of narrow-broad-narrow where there is a hook, a mini-sandbox to explore, and a trail of breadcrumbs that leads to figurative exit from the scenario with some sort of finale where the PC's accomplish whatever purpose they have by some means (or fail to do so with associated consequences). [/QUOTE]
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