Which are you, The plan everything out GM, or the Ad lib?

So this will vary from game to game because I think different games need different levels of prep… but generally, this is what I do.

Yes, I'm much more what is the game you're playing?
  • 5E D&D campaign? Yes, I do more planning between sessions.
  • Vaesen? Some planning; generally more improv at-the-table involved.
  • Brindlewood Bay? Very little, if any.
  • Paranoia? None.
 
Last edited:

log in or register to remove this ad

Lol you may have a point.
Improv, as a stage performance, requires an impressive amount of prep. Even late-night standup comedy that interacts with the crowd requires a lot of prep.

Thing is, prep doesn’t mean taking precise and extensive notes. A fair amount of my “prep” is just browsing Pinterest and reviewing the MM, or running some ideas by my coworker and students.
 

I mean, I tend to run games that are very PC/player focused, and the emerging story is driven almost exclusively by players. Not exactly sure how that could possibly be seen as a railroad as I never force players to follow a predetermined series of events, or interact with specific scenes or encounters, but...okay.
Oh, you can steer players into trouble even when you're letting them dictate what the adventure is about.

I improvised an adventure in a weekend game session in my homebrew fantasy setting. It started with a bunch of AD&D characters who knew each other deciding to look around one of the countries on the map that they didn't know much about. That country had, in the past, a very strange social system, where it was illegal not to be a human. That had been overthrown in a war (largely financed by different PCs), but there were believed to still be traces of the old thinking around.

The most assertive character in that group is an elven racist bigot. He considers all non-elves to be inferior to elves, and is quite loud about it. When he heard about the old social system he immediately wanted to find people who thought in the old way, and kill them. The player is an anarchist, and the character is broad political satire. The player was well aware of the likely effects of this mission, but the other players were slower on the uptake.

It was thus easy to feed the bigoted elf ambiguous information that set them off on a wild goose chase to a village high in the mountains in mid-winter, hunting for human extremists who certainly didn't exist there. The character assumed anything whose meaning wasn't blindingly obvious was part of a conspiracy.

The amazing part was that they didn't kill anyone. They gradually realised they were chasing shadows and had the sense to get out of the village (which they could readily have destroyed) before things escalated too far. It was a comedy of errors.
 

Either they share narrative authority ("Here, create some fact that is true about this world that I can't overrule."),
Oh yeah, do that all the time. I run all knowledge skills in a manner similar to how Burning Wheel's Wises work, no matter the system. So most of the time when a player makes a knowledge skill check it's not a prompt for me as GM to provide more information, it can be, but usually isn't. In most cases it's to check the accuracy of a fact the player has added to the shared fiction in a statement immediately prior to the roll. If the roll succeeds then the fact the player has stated is true. If the roll fails then the fact is mostly true (or sometimes false, but much less often as that is boring) with the details being slightly different. So, for example, a player might state that there is a Wizard's Tower in the nearby woods, then roll a Knowledge (Local Area) check. If the check succeeds, then there is in fact a Wizard's Tower in the nearby woods. If the check fails then something about the information the PC has is flawed. Perhaps it's not a Tower but a Hidden Grotto, that is still in the nearby woods, but must be searched for. Or perhaps there is indeed a Wizard's Tower nearby, but instead of being in the woods it's in the hills on the far side of the woods so a longer journey needs to be made to reach it.

Sometimes I literally just ask players to add things to the fiction, particularly if it is facts pertaining to aspects of the world directly tied to their PC.
or else they bow to established fiction ("This is already true so I can't overturn it."),
Well, once fiction is established it remains true. Once it's established that there is a Wizard's Tower located in the nearby woods, it will remain so unless circumstances within the ficition (the PCs burn it down; a demon teleports it into the Abyss) cause that fact to change.
or else they submit to the outcome of fortune ("The dice are in control.").
Sometimes the dice are in control. This is especially true in circumstances where conflict is happening. I as GM don't decide if an NPC successfully stabs a PC, the dice dictate the outcome of the NPC's attack.
As far as I can tell, you don't do the first two at all. Your theory is that nothing is true until you say it, which means you are never really beholden to established fiction.
I am beholden to the fiction, once it is established. That's were my whole "it doesn't matter if you prep it beforehand or make it up on the fly" comes from. You can have a thousand pages of prepped material, but, until that material actually becomes established as fact within the narrative, it's just as non-existent as something I haven't ad libbed into the narrative.
And in particular, you seem to make no differentiation between mechanics that are tied to the fiction or mechanics that have no relation to the fiction or which create the fiction. That leaves you only submitting to the dice, but only in the sense that in this exact moment the dice say the players fail or succeed, but you as a GM have full ability to interpret what that means ("A motorcycle comes into existence!"). This is from my perspective no real check on your ability to fully control the narrative at all. With no ways to share your narrative authority, you run a GM centric game in which you are in full control. The players give you idea prompts or they act as random number generators to prompt your story, but it is essentially your story. It could be a fun one, but agency as I see exists only as minor aesthetic of play.
Yeah, I think I failed to properly explain how I go about ad libbing narrative elements.
My definition of a railroad is, "Do the players have meaningful agency." Your definition of a railroad is "A preplanned series of encounters." I grant you that a preplanned series of encounters can be a railroad, but not that something isn't a railroad just because it isn't. I do think you probably are trying to give the players as much agency as they can have within your process of play, but from my perspective as a player that's not a lot. As I said, if I was inclined to railroad my players the easiest way to do that was prepare nothing and always just respond to what they do. Schrodinger's Dungeon is the most powerful railroading technique available.
I do agree that Schrodinger's Dungeon can be a powerful railroading tool. I actively strive to ensure that it does not become that.
Consider a case that we've already considered, picking from three chests to find the magic ring. This is a meaningful act only if the ring is already in one of the chests. If the ring doesn't come into existence until I open it, you are in the same position as a con artist who can put the shell into any cup he wants only after I choose. If I have no reason to believe the ring exists until I open the chest, it doesn't matter which chest I pick. I will always only be right because you decided at that moment if I was right. But if you at any time before I choose a chest write down where the ring is, then there is a sense in which my choice can be right or wrong. That is, there is now a sense in which my choice has meaning and your choice as the GM has been negated.
Okay, so, I would "write down" where the ring is by deciding where it is and then remember where I decided it was and not changing it's location on a whim. The only difference is that I wouldn't physically write it down on a piece of paper (I actually might as I take a buttload of notes during play). Also, if I were to ad lib the existence of the three chests I would also decide which chest the ring is at the same time.
I got so angry watching that game. I don't even like Wil Wheaton, but I felt so bad for him in that game. That constituted player abuse and was some of the worst GMing I've ever seen. I'm not sure what you picked up on because there were a lot of things wrong with that game, but one of the things I picked up on was just how random cloud cuckoo land the world they were playing in was. Any action could lead to any outcome whatsoever, at the GMs whim. I think the worst moment for me in the game was when they beat the bad guys trivially and then the GM improvised that the bad guys clothes animated and attacked them. This is straight up victory negation, where the GM feels his encounter turned out too easily and the PCs won to easily, and instead of going "good job" the GM fudges something to rob them of their victory ("More orcs arrive!", "The bad guy just got 30 more hit points!"). In effect, a roll that said "success" was turned into a roll that said "failure". That's one of the many problems with improvising things on the fly.
Yeah, I'm pretty sure that's the I watched too. I thought it was a great example of how NOT to GM a game! I felt sorry for Will, and there was another player too if I remember correctly. What a crappy experience that must have been, and a really bad way to promote TTRPGs IMHO.
 

[REDACTED]
Oh, yeah, I see what you mean. Bad example on my part. I mean, you could use the system that I used in my example, then introduce modifiers to the rolls based on the terrain, traffic, etc. All those factors can be ad libbed on the fly though. I don't need to know before the chase begins what the terrain or traffic is like, I can ad lib that the moment the chase actually begins. As long as I establish those facts within the ficition before calling for player decisions or rolls the result is the same as if I prepped the encounter days in advance.

I was kind of thinking that maybe I wasn't explaining myself well, my apologies. I think that you would consider what I do when I run a game to be a form of prep. It's just extremely short notice prep, as my prep often happens literally moments before facts get established within the fiction, in a lot of cases anyway. I do spend a fair amount of time "daydream prepping" in that I create ideas and decide upon facts of the game between sessions. I just don't write it down on paper. Also, just like any GM that is running a published module, I mostly stick to the facts I have established in my mind, unless I feel that they need to be changed for some reason. Usually to conform to previously established facts within the narrative, or to maintain internal logical consistency of the setting or narrative.

I mean, one thing that absolutely has to happen for me is a Session Zero, which includes collaborative PC creation. Simply because I need a starting point for my fevered dreams so I have some sort of framework for things I'm going to improvise when running the game. Heck, in a way, I would argue that I might actually do as much prep as you do, I just don't physically write it down. I only keep track of stuff that has actually been established within the narrative via the ridiculous amount of notes I take whilst GMing. As a funny example, as I said earlier, I recently came into possession of a collection of used TTRPG material. While I immediately gave a fair portion of it away, due to the fact that alot of the material was for a game system I vehemently dislike, I did end up with a number of other books I skimmed before giving away. I also got a few super awesome things that I have be reading with glee. I also was gifted a few choice items because my generosity was apparently well received within my local gaming community. Suffice to say over the last few weeks my brain has been exploding with "imagination prep" to the point where I have been having trouble sleeping because my stupid brain won't SHUT UP!!!

Good times to say the least. I was just given a copy of Mothership a couple days ago, a system I skipped out on cause I have the Alien TTRPG so I figured, what's the point? Boy was I wrong! Alien is a good game, as all Free League stuff tends to be, but Mothership is a different beast! What an elegant and simple (but not simplistic) system. I especially love how fast and easy PC creation is as I'm assuming (as I haven't run it yet, obviously) that PCs are gonna get bumped off on the regular. I've been bouncing ideas around in my head non-stop for the last couple of days because I can't wait to run it and want to at least have some things "prepared" for when I pitch running a game on my local TTRPG web things. One thing I'm going to make sure to do is have the players decide on the particulars of what androids are in the setting as the system itself is ambiguous as to what they are and the interwebs suggest several options for what they may actually be. Ahhh! I'm all jacked up just thinking about it now! Hahaha! Anyway, my psychologist told me I need to work harder on making my brain shut up so I can sleep good...but it's just so hard when I have so many awesome ideas to contemplate!

Cheers!
 

I'm still surprised you're able to do it that quickly.

Like, don't get me wrong. Return of the Lazy Dungeon Master has made me a MUCH better GM, along with taking player feedback into account. I've modified your methods as you gave them and I found them a powerful, great tool.

But I find I still need a good amount of time - though not as much as I used to, in many scenarios - to plan things out properly, so I can ad-lib and keep track of my notes during the game. Especially for descriptions of areas - that still alludes me - making sure encounters are interesting (Pathfinder 2e being a system where you have to think about levels and how they fit with your party changes up that section), and finding cool equipment and items to give out.

Still - those eight steps are pretty powerful. The loose intro, scenes and secrets and clues together really reformed how I used to run sessions and lay out my notes; with my own further modifications, I've really got a much better grasp on how to fit NPCs and locations into it all.

A lot of it depends on what I already have ready and where the characters are in the story. I tend to just pay less attention to things I used to focus on. A handful of descriptors for a location is all I need – even just one descriptor if I'm filling out rooms in a dungeon. Lots of little tricks get my prep down. I can always spend more time if I want to but I'm usually ready in 30 minutes to an hour. This is also for 3 hour games of 5e.

As one example, I used to spend a lot of time building custom monsters. Now I literally have a keyboard macro for Forge of Foes stats...

CR 24 AC/DC 23 HP 400 Atk/Prof +15 DPR 204 Atks 5 × 1d6 + 38 (I got that by typing fof24).

That alone gets me started making my own version of Demogorgon.
 

A typical adventure will have 40,000 to 75,000 words worth of notes.

🤯

Yeah, but why though? Like I even agree with a lot of your rationales for why prepping matters, but to say that this is excessive does not begin to describe my bewilderment. Like what on Earth you could possibly need so many words for? I would not read that amount of text to run an adventure, let alone write it! My typical written adventure prep is some names and perhaps couple of technical or numeric details. Like I of course know a lot more, but I don't need to write it down, and even if I did I cannot imagine what sort of detail I would need to go into to achieve such monumental volumes of text. Like my flabbers are duly gasted, man. o_O

Could you perhaps post some random excerpt that shows what sort of stuff goes into these colossal notes so we can get some idea of the density?
 

What are your thoughts , challenges or methods for dealing with your GM style?

A lot depends on the system, and the style of game I want to run.

There are some games where you have to ad-lib, that are very player lead, such as "Kingdom". There are games where flying by the seat of your pants is easy, and half the fun like "Feng Shui". There are games where I have a plan as to what the villian or entity is doing but I don't necessarily plan how the PCs can solve it, I leave that to them Rivers of London, Call of Cthulhu tend to fall into that catergory for me.

Usually I will have some sort of plan in mind, some notes, about NPCs and their motivations, scenes and dramatic moments that can occur, story beats and the like. Games that have structured tactical combat, I tend to have some set pieces planned, stats for enemies and the like. But still things can and do change significantly when the players get involved.

Even if I use a published scenario, I will read through it several times, making notes, changes and understanding what's the main themes and pace of it. The more prepared I am the easier it is to ad-lib.
 

Yeah, but why though?

Let me describe briefly the events of the most recent adventure. The PC's are called on the comlink by the Guildmaster. He tells them he needs them to fly immediately to Lafra in the neighboring Wyl sector for a time sensitive contract. The Prefect there is putting a price on the head of a terrorist who has threatened to disrupt the upcoming transfer of power between the current occupation military government in Lafra and a transition government meant to return a certain amount of home rule to the planet three years after the end of the Clone Wars. The PC's then discuss with the Guildmaster the terms and conditions of the job (cold is fine, but the face has to be recognizable) and what he knows about the affairs there before hopping into hyperspace for the two day jump to Lafra. The PC's are directed to land at Fort Sky Lance, a large Imperial facility located near the capital in Doak where the core of the transfer of power ceremonies will be centered. The PC's are briefed by two liaison officers, one from the Imperial Army and another from Imperial Intelligence. They give the PC's background on the terrorist and his methods and equipment as well as explain the difficulty that the Empire has had penetrating his organization as well as dealing with the threat. It appears that the locals are an avian species that evolved to become terrestial but since recovering the power of flight they've become quite the fanatics. The locals are made for repulsor lift technology and use jetpacks routinely. The aides also give the PC's an itinerary of the upcoming celebrations which will be attended by the Moff and other imperial dignitaries. The PCs have two days before the Prefect has to begin official public acts. While being briefed, the Imperial aide receives word that a terrorist attack has just occurred on a downtown restaurant with all the signature of the terrorist Aguia's organization. The aide invites the PC's to come downtown and investigate the scene aboard a military gunship. Upon arriving downtown, they find that two waves of swoops attacked the restaurant, first using explosives to shatter its primitive glass windows and then secondly to use an Imperial nerve agent on the civilians inside - most of whom were Galactic colonials. The PCs investigate the crime scene and while doing so stumble upon planted thermal detonator charges, which go off, causing further mass casualties as the suspended roads of the plaza shatter and tumble to the ground, instants killing several squads of Imperial Troopers. Simultaneously, a lift truck discourages more than a dozen Lafraians equipped with imperial armor, weapons and jump packs as well as several STAP-2 aerial weapons platforms. A chaotic combat erupts between about 30 surviving Imperial Troopers backed by gunships and command cars and the PCs and about 2 dozen flying terrorists.

We are now 2-4 hours into an adventure that was 44 hours long, and yeah, I can't keep describing it because I have a game again tomorrow I have to prep for. Imagine the full "plot" or series of events being about 11 times longer than what I just wrote. And note that I'm being very terse.

Could you perhaps post some random excerpt that shows what sort of stuff goes into these colossal notes so we can get some idea of the density?

I'll post an example of world building notes I don't really need but like to have for these sort of things. There are some of the first notes I wrote for the adventure when I was brainstorming before I had any real details in mind other than the target of the bounty.

Population: 1.03 billion (Lafrarian 95%, Pydyrian 1%, Human 1%, Ithorian 1%, Other 2% (Duros, Draethos, Enu, Hiitian, Alain, Cranscoc, Euceron, Kage, Koorivar, Snivian, Chagrian, Muun)

System Overview: The star Lafra (“Adaz” to locals) is stable G type star with a fairly typical stellar system of six planets. The Lafraian people have been space born for 10,000 years and have extensively colonized their own system, but an isolationist tendency owing to encounters with their violent neighbors in Zygerrian and Dra means that they have not extensively built out among the stars, preferring largely to govern their own affairs and not contend in galactic politics. Long occupation and domination in their history by the Sith, the Zygerrians and the Dra has left them very antagonistic to the notion of slavery, and they strongly prefer individual liberty. Desire to continue self-rule lead the governing council to embrace the idea of the CIS but Lafra offered little practical support during the conflict, as they lacked manufacturing facilities or desire contribute militarily. While some Lafraians served aboard privateer ships as pilots, many more intergalactic Lafraians stayed neutral, ignored their home world’s government or even fought for the Republic.
The occupation of the Lafraian system by the Galactic Empire was relatively bloodless and occurred only after the effective end of the Clone Wars. Lafra’s small planetary defense and police force offered no resistance to the overwhelming might of the Empire, and allowed itself to be disbanded. It was really only after the Empire landed occupation troops that real troubles and violence began, as hundreds of resistance cells formed against foreign occupation inspired by the legends of past resistance to cultural foes such as the Zygerrians. Suppressing these rebel cells have cost the Empire more 9800 deaths and 49000 casualties over the course of three years, have led to the deaths of 20000 Galactic colonists, and 180000 Lafraian civilians.
While this suppression has eliminated many of the rebel cells, it has also bred further widespread resentment and it has – perhaps by way of survival of the fittest - failed to eliminate the most successful and prominent network.
The ISB calculates that if the current course continues, public sentiment will turn sufficiently against the occupation that within 10 years’ time, the entire population will be in arms against Imperial Rule. Moff Gozric wants to go ahead with continued colonial expansion, but finds the violence on the planet is a black mark on his rule over the sector. He has demanded immediate results and pacification of the populace. The current Prefect of the system, Governor Hitelli has proposed transferring nominal power over the civic affairs of the system to a transitional government, hand-picked by him from collaborators and greed corrupted members of the former governing council. He has also begun restoring the Lafraian civil defense and police forces. This will ameliorate the local fears of foreign rule and hopefully cause the Lafraians to fight amongst themselves instead of concentrating on the Empire. He believes if the Lafraians come to see the violence not as a war of liberation, but a civil war amongst themselves that the majority will come down on the side of peace and prosperity rather than a ruinous and hopeless war.
The most prominent surviving member of the rebel cells is known only as “Aguia” after a large native aerial predator and the nom-de-plum of a legendary resistance leader from when Lafra was occupied by Zygraians 2000 years before. Romantic legends have arisen among the people that “Aguia” is the reborn spirit of the legendary hero come to save his people in their time of need, and that he is unkillable. If his body is burned, he will only be reborn anew from the ashes, rising eternally to destroy his foes.
The real “Aguia”, Mith Hrux, is the son one of the members of the former ruling council, and was a wealthy playboy, aviator, and smashball player. Mith Hrux supposedly died prior to the end of the clone wars while serving aboard a freighter. In fact, he survived his injuries with just some minor cybernetic implants. His father Waar Hrux is a member of the transitional government, a prominent advocate for peace, and is offering his son no support, concerned that his son’s politics will only bring misery to the people. However, he also is unwilling to turn his son over to the Empire or publically denounce him either. He has not seen his son in two years, and is torn by his desire for his son’s safety and his belief that violence is not an answer. Because of his very open support of the Empire and the transitional government plan, the ISB has zero suspicions about Waar Hruk’s loyalty and indeed believes him a likely assassination target and is offering their full support and protection.
Few persons aside from Waar Hrux know the true identity of “Aguia”. Even among his own inner cell followers, many are convinced that he is indeed the reincarnated hero of old.

Lafra 1 (“Tawa”): Lafra 1 is a tidally locked 5800 km diameter rocky world located 58 million kilometers from the primary star. Rich in fissibles, Lafra 1 was heavily mined for several centuries beginning about 3000 years ago, leaving the area near the solar terminus riddled with shafts and chambers. These mines lost their economic value when more advanced forms of power generation became available and almost all mining on Lafra 1 was abandoned, leaving the mines to decay and collapse. Only three commercial operations continue on Lafra 1, a small mining operation that produces heavy metals and fissibles purely for the local market, a solar power facility that charges and produces power cells for the local market, and a radioactive waste storage firm that stashes radioactive waste with long half lives in the abandoned mines.

Lafra 2 (“Binesi”): Lafra two is a small gas giant with a diameter of 39000 miles. It’s visible as a blue-green orb from Lafra 3 during the early morning and evening. It has six moons of decent size, varying from 3800 kms in diameter down to 200 kms in diameter. Small mining operations harvesting sulfur, phosphate, sodium and especially lithium are ongoing on the various moons, and there are a number small scientific stations for monitoring solar activity, but the total permanent population is under 1000 persons.

Lafra 3 (“Lafra”): The primary inhabited world of the Lafra system. A terrestrial world 12120 kilometers in diameter, it is 74% covered with oceans. It has three small moons 1200, 600, and 300 kilometers in diameter, forming a small system with the furthest moon some million kilometers away from the surface at its aphelion. None of the moons is of commercial interest, though the Empire has taken over a small naval refueling base on the nearer moon that once was constructed by the Lafraian civil defense forces. The surface of Lafra is dominated by a relatively large number of small continents that over its geological history have broken off and stuck together in various ways, creating large amounts of uplift and periods of volcanism. This uplift has lifted large amounts of sedimentary rock into steep mountain chains that create a lattice around the major landmasses. The slopes of these mountains are dominated by large trees and temperate rainforests on the windward sides of the mountains, and craggy badlands on the leeward sides. The Lafraians have resisted large scale urban development or even intensive agriculture, preferring to keep most of their planetary surface in a wild state. Only about 1/6th of their arable land is under cultivation, and that is primarily in the form of orchards. The Lafraians are primarily frugivorous that subsist on fruits and nuts supplemented by game meat. Population has been controlled by a combination of immigration – mostly to the Corporate Sector over the last four centuries – and the Lafraian love of high risk sports. Death by sporting accident is the leading cause of death in both genders up to obtaining adulthood, and remains the leading cause of death for males up until they become middle aged.

Lafra has a large number of important space ports including: Doak (capital), Usifi, Paksea, Squssel, Driwoen, Moesk, Roged, Greax, Na’aggee, Rha’aksoak, and Za’anchuk. Each of these cities has a population of over five million and can provide most services that would be expected of a developed world, however with the exception of repulsor lift technology local technology is not as refined as can be found in wealthier and more cosmopolitan worlds.

Lafra 4 (“Minikasi”): Minikasi is a superterrestial world with a diameters of 19000 kilometers whose massive gravity (2.4 times galactic norms) makes it economically unprofitable it’s swaddled in a thick atmosphere some 80km deep that retains enough heat to make the surface warm despite the distance from the system’s star, but the atmosphere also is crushing at the surface.

Lafra 5 (“Otonobi”): Otonobi is a moderate sized and largely unremarkable gas giant with a diameter of 54 thousand kilometers and a complex lunar system of 18 equally unremarkable moons of various ices. A small amount of trade in methane and nitrogen exists coming too and from these moons, and there are some 50,000 Lafrians living on ice and gas mining operations in these distant regions. In the past, the Lafraisns frequently had to contend with pirates operating along these trade routes, but the might of the occupation Imperial navy has made travel secure for the last three years.
 

@Celebrim OK, I guess I can see how you it is possible to have such amount of text. And if you like writing it, then it of course is perfectly fine. But I doubt you actually need most of it, nor there is practical reason to write things in complete sentences instead of just summarising the key facts. It is aesthetically pleasing though, like from some published source book.
 

Remove ads

Top