1001 Tips for Winging It: A GM's Guide to Improvising and Cutting Down on Prep Time


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I used to run a low combat gypsy con artist game with basically no prep. I'd do much of my plotting pacing on the player's porch before I walked in.

42) This is a repeat of several, but: If things are getting boring, have some badguy kick in the door. Give an insinuation that the badguy is related to the plot somehow, but may not be directly related to the villain. A fight eats up a lot of time, it makes people pay attention, and offers something new to focus on after the battle.

43) Having encounters in your pocket isn't just reserved for fights. NPC interaction too - a wandering merchant on the road, a child lost in the woods, etc. Don't neglect your non-combat random encounters!

44) If the players do something you don't expect, or things go faster than you anticipate, call a smoke break (even if no one smokes). 5 minutes pacing back and forth can be a godsend, especially without the players staring at you, waiting.

45) If the PCs come up with a plan that you didn't anticipate ("We shall dress up like cooks and walk through the servant's entrance!"), let it work. A few skill checks, and let it pass.

46) If the PCs put effort into something, let it work. By this, I mean say, checking a normal dead end for traps/secret doors. If they spend 5 minutes real time trying to figure out what's in the dead end, let them find something.
 

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