One thing I still struggle with after all of these years is finding a concise but effective way to note the PC abilities. I believe that in an ongoing campaign, the DM should at least no and sometimes even cater to the mechanics of the PCs -- because those mechanics, the things the players chose, tells you as DM a lot about what they are looking for in play.
In my games, I replace the standard "backstory" with an index card for every PC; the player gets to write down their name, race/gender/(sub)class/background/theme/kit/omgwtfbbq, and then six facts that would have come from their "backstory" that they want me to use. Every player is privy to every other player's index card. Up that amount to eight or ten and let them include character abilities or tactics they want you to focus on. I think I might start doing that now.
A question I’ve been mulling… When you’ve got a lot of house rules (like me), what have you found is the best way to disseminate that info to your players? This is assuming players are bought in / that conversation has been held. Do you let it be a slow build of knowledge, pointing out house rules as they come up? Do you assemble a document and if so, do you go over it together at beginning or do you expect players to read it on their own? Do you find a wiki is effective or players don’t even check? Do you redo char sheets with house rules embedded? What works for you insofar as communicating lots of house rules with your players?
Google Docs is free and you can control who can see your documents and who can edit them. Otherwise... you can host a website with wiki software for like $15 a month. (I recommend DreamHost.) That's less than you're spending on pizza.
I usually make a small handout, Google Docs with AI art, that I
do expect players to read and then I break the more in-depth stuff into topics that players should read if they're relevant to their character. If I were paying for a website, I'd use that... or else I'd just use Google Docs.
When your creativity is falling short, how do you create the bones of an interesting session when prepping?
I use
very simple political models of all the major NPCs in my games and update them based on events in-game. One thing I try to make sure of is that for any adventure the PCs are pursuing, they have at least one
ally that wants them to fail, and at least one
enemy that wants them to succeed. Make sure every adventure is a choice between the party's friends and the party's goals... and then the tension from that will shore up more boring quests.
I don't really prep sessions or adventures in advance. I prep a handful of
inciting incidents that I can pull out of my pocket when things get slow. Basically, if you have one
really hot WHAM! moment, everything that leads up to it and everything that follows from it feels a little hotter. Prep those and fill in the rest on the fly.
I may have even asked this here on ENW before - how do you onboard a new rules set into your brain so that the experience for the players is pretty ok?
(not perfect, but pretty ok)
Make up as many NPCs as you need-- use the PC creation rules-- and play them through some scenarios using the rules you need to use. Mock combats, hacking runs, dreamquests... whatever fans of your chosen game consider the hardest part.
The only problem with that for me is that if the ruling you make on the fly doesn't set a binding precedent, or can be overturned later, you risk invalidating play that took place after the later-changed ruling. And you open the door to later arguments.
My policy is to make a ruling in a minute or two that goes for the rest of the session, and we take a few minutes after the session to talk about it... and we start the next session by discussing a
permanent ruling. Keep the game running, then take the time
afterwards to come up with a better, more binding solution.
How do you get your players to start taking notes???
Since I am really bad at continuity and really bad at taking notes, I ask my players to email me their session notes before every session for some kind of in-game bonus-- XP in D&D. I'll use those to write my recaps, and to shore up my own inconsistent memory.