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<blockquote data-quote="Quickleaf" data-source="post: 7152017" data-attributes="member: 20323"><p>Love your maps [MENTION=6801286]Imaculata[/MENTION] <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I probably err a little on the over-preparing side, time allowing (which is less and less these days). One thing I do for all my games is create (and update) a cheat sheet of my players. Here's an example from a face-to-face game, turned Roll20, currently on hiatus, possibly to turn face-to-face at some time down the road...</p><p></p><p><img src="http://i.imgur.com/UhhjbBq.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>This helps me to have lots of info at a glance. I try to call out stuff that's often referenced (save DCs, AC, passive perception). I also pay attention to a lot of story stuff – their backgrounds, unique proficiencies, character story details & ideas I have – to make sure I keep the action focused on the PCs. Lastly, since the game was heavy on exploration, I asked for "typical exploration actions" for each PC and recorded it.</p><p></p><p>In this example, I call out that <u>three characters</u> are really into herbalism and their players wanted an herbalism sub-system, so I designed one with a bit of help for them. And I also call out where the dwarf is lacking Stealth proficiency where the other 5 PCs have it (and were definitely eager for some "stealth mission" opportunities), as a reminder to myself to come up with creative ideas in the event that group Stealth checks don't seem possible in a given scenario.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7152017, member: 20323"] Love your maps [MENTION=6801286]Imaculata[/MENTION] :) I probably err a little on the over-preparing side, time allowing (which is less and less these days). One thing I do for all my games is create (and update) a cheat sheet of my players. Here's an example from a face-to-face game, turned Roll20, currently on hiatus, possibly to turn face-to-face at some time down the road... [img]http://i.imgur.com/UhhjbBq.png[/img] This helps me to have lots of info at a glance. I try to call out stuff that's often referenced (save DCs, AC, passive perception). I also pay attention to a lot of story stuff – their backgrounds, unique proficiencies, character story details & ideas I have – to make sure I keep the action focused on the PCs. Lastly, since the game was heavy on exploration, I asked for "typical exploration actions" for each PC and recorded it. In this example, I call out that [U]three characters[/U] are really into herbalism and their players wanted an herbalism sub-system, so I designed one with a bit of help for them. And I also call out where the dwarf is lacking Stealth proficiency where the other 5 PCs have it (and were definitely eager for some "stealth mission" opportunities), as a reminder to myself to come up with creative ideas in the event that group Stealth checks don't seem possible in a given scenario. [/QUOTE]
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