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Are you a preparation junky?
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<blockquote data-quote="DiomedesRex" data-source="post: 5906480" data-attributes="member: 6693901"><p>I try to keep things as low prep as possible. If I think there's going to be a fight, I scribble down some combat stats. If there's going to be traps and obstacles, I think up some basic difficulties or target numbers. Even named antagonists rarely get a full character sheet.</p><p></p><p>What I will write up, on the other hand, is a flow chart of possible ways the adventure could go. So if the party encounters an antagonist in some ruins, I'll have some quick sketches of what could happen if they:</p><p></p><p>A) Attack and win</p><p>B) Attack and lose</p><p>C) Flee outright</p><p>D) Debate and win</p><p>E) Debate and lose, possibly with a segue to combat</p><p>F) Collapse the ruins</p><p></p><p>Each of these things will lead to different story points, obstacles, fights, or problems.</p><p></p><p>Maybe the party loses a ship to ship battle, then I get to run them through the problems of surviving being adrift at sea and washing up on a desert island. Odds are low that they will decide to play Survivor for a terribly long time, so they need a chance at rescue or escape so they can get back to chasing their dreams, passions, and fears.</p><p></p><p></p><p>All of the above makes it a lot harder for me to be caught off guard by something the party might do. The mechanics can be thrown together on the fly, but I like to have some idea in advance of how to respond to certain actions. I always make a point, at the end of a session, of asking the party what they plan on doing next session, what their goals will be. I don't try to script out <em>everything</em>, after all. That would be silly.</p></blockquote><p></p>
[QUOTE="DiomedesRex, post: 5906480, member: 6693901"] I try to keep things as low prep as possible. If I think there's going to be a fight, I scribble down some combat stats. If there's going to be traps and obstacles, I think up some basic difficulties or target numbers. Even named antagonists rarely get a full character sheet. What I will write up, on the other hand, is a flow chart of possible ways the adventure could go. So if the party encounters an antagonist in some ruins, I'll have some quick sketches of what could happen if they: A) Attack and win B) Attack and lose C) Flee outright D) Debate and win E) Debate and lose, possibly with a segue to combat F) Collapse the ruins Each of these things will lead to different story points, obstacles, fights, or problems. Maybe the party loses a ship to ship battle, then I get to run them through the problems of surviving being adrift at sea and washing up on a desert island. Odds are low that they will decide to play Survivor for a terribly long time, so they need a chance at rescue or escape so they can get back to chasing their dreams, passions, and fears. All of the above makes it a lot harder for me to be caught off guard by something the party might do. The mechanics can be thrown together on the fly, but I like to have some idea in advance of how to respond to certain actions. I always make a point, at the end of a session, of asking the party what they plan on doing next session, what their goals will be. I don't try to script out [i]everything[/i], after all. That would be silly. [/QUOTE]
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