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Please Critique My Session Notes
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<blockquote data-quote="pjrake" data-source="post: 2356471" data-attributes="member: 31428"><p>The game has not happened yet. The players are already en route to the meeting and will hit traffic.</p><p></p><p>The world pretty much lives in my head; I try to make it come alive. I envisioned what would happen, how I would roleplay the NPCs (and stats are already written out). This will delay the players if they get involved, which they should because they are heroes and the confrontation will escalate to an all-out brawl. But it's all up to the player's action(s). What they do will have an outcome to the next encounter. If they are late it might affect the outcome of the meeting, in which the villain transforms into the creature and attacks the crowd. But when the players arrive and the transformation happens all depends on what I think would create the best drama and tension. Now if the players take way too long dealing with the incident then probably the best drama would be for them to arrive at the meeting and everyone is already dead. This is a decision that will be made based on the flow of the game and if the session is going well.</p><p></p><p>The plot regarding the kidnapping and how the players find out will also depend on how the adventure is going at the time. Maybe it'll be a phone call from the doctor, or maybe even the villain himself. Maybe the players go back to the hospital and find out then.</p><p></p><p>Our sessions are about 3 hours long. Two major encounters plus everything in between should fill up the time. And if it doesn't, then I'll "wing it."</p><p></p><p>I really like the idea of listing the encounters instead of the "stat block" look. That is a great suggestion and I will re-write my notes.</p><p></p><p>Janx, I thank you for your reply. It has made me think about adventure more and even though the notes are vague, I think if it was more detailed it might be difficult referring to my notes in the heat of the game.</p><p></p><p>PJ</p></blockquote><p></p>
[QUOTE="pjrake, post: 2356471, member: 31428"] The game has not happened yet. The players are already en route to the meeting and will hit traffic. The world pretty much lives in my head; I try to make it come alive. I envisioned what would happen, how I would roleplay the NPCs (and stats are already written out). This will delay the players if they get involved, which they should because they are heroes and the confrontation will escalate to an all-out brawl. But it's all up to the player's action(s). What they do will have an outcome to the next encounter. If they are late it might affect the outcome of the meeting, in which the villain transforms into the creature and attacks the crowd. But when the players arrive and the transformation happens all depends on what I think would create the best drama and tension. Now if the players take way too long dealing with the incident then probably the best drama would be for them to arrive at the meeting and everyone is already dead. This is a decision that will be made based on the flow of the game and if the session is going well. The plot regarding the kidnapping and how the players find out will also depend on how the adventure is going at the time. Maybe it'll be a phone call from the doctor, or maybe even the villain himself. Maybe the players go back to the hospital and find out then. Our sessions are about 3 hours long. Two major encounters plus everything in between should fill up the time. And if it doesn't, then I'll "wing it." I really like the idea of listing the encounters instead of the "stat block" look. That is a great suggestion and I will re-write my notes. Janx, I thank you for your reply. It has made me think about adventure more and even though the notes are vague, I think if it was more detailed it might be difficult referring to my notes in the heat of the game. PJ [/QUOTE]
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