hawkeyefan
Legend
I just checked, and it was more like three, including the cabal's treasure hoard. These are notebook pages, and there's plenty of white space so I can find stuff, so maybe it's not as much as you think? Agree that it's more than, say, one list of bullet points.
Ah, okay....probably not all that much more at all, then. I usually wind up with a few lists of bullet points. I just type it up in MS Word, and if needed, I'll add a second column to I can maximize space on the sheet. This is mostly because I realized a while back how much of our game time is spent with the players looking at me as I flip pages. So I've tried to limit that by reducing my need. I don't rely on the Monster Manual itself for stats, and I try to keep everything on two clipboards so that I can easily track it all, and minimize the page flipping.
Other people probably don't struggle with that at all, but I think it was one of my weak points so I've tried to improve that.
Oh, I don't always prep this much. As I said, this had more in the way of names and motivations I wanted to have set (well, I wanted to have thought about them before the session, and I wrote them down so I'd remember them in the session). I've done prep where it wasn't clear where the party was going to go next (because they'd just finished a story thread, IIRC), so it was just a couple scanty paragraphs covering the most-likely threads for them to do next, and I improvised until I wasn't over my skis anymore then called an end to the session.
Yeah, after my session last night (I referenced it earlier in the thread; the PCs went into an asylum to find someone interred there who had information they need, there was a weird situation going on there with some of the other inmates and they had to deal with that), I'm not quite sure what they'll do next. We left off with them coming face to face with the person they had come for, so we'll start off with her sharing the information they were looking for.....and then I'm not quite sure what they'll decide to do with that.
What I'll likely do is prep a few short lists of possible routes forward and potential obstacles or encounters for each route.
Yeah. Blank areas are where the adventures (probably) are. I've had the party surprise me before in some kinda funny ways. It helps to be willing and able to write something off and/or improvise something.
I think that the ability to let go of prepped material when it makes sense to do so is a big part of successful GMing. It's also one that many people will push against. I have a friend who GMs regularly at a game store. Hes GMed for far, far more people than I ever have. Yet all he runs are published modules and adventure paths, and as soon as anyone starts to deviate from the available options presented in the book, he shoves them right back onto the expected path.
And honestly, for the most part, that's fine....adventure paths can be perfectly valid fun, and often they're dismissed as railroading and so on, and that's not the point I'm trying to make. Even in the most direct and straightforward adventure ever, the GM should allow for a little wandering from the path. Not abandoning the path, but just little detours or sidetreks here and there.