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Community
General Tabletop Discussion
*TTRPGs General
As a DM, how do you prepare for published adventures?
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<blockquote data-quote="Li Shenron" data-source="post: 1821642" data-attributes="member: 1465"><p>Here's from my own experience:</p><p></p><p></p><p></p><p>Absolutely I always read it through all, from the first to the last page. Normally I have read the adventure some time before I decide to run it, so usually I have to read it again once more when we agree about playing that. Since I do it typicall at least a week before the gaming session, in the following days I think about it on spare moments, like on the bus for example <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> , and in those moments I often come up with my own little ideas about details to be added.</p><p></p><p>I always make a photocopy of the pages with creatures and NPC stats, and use marker to highlight important things (typically one or two special abilities that are hard to remember or on which I may base their entire combat tactics), so that in-game it's easier to keep those in front of me.</p><p></p><p>Since usually an adventure takes at least 3-4 evenings, I have plenty of times to read each chapter or part with best attention on the evening or afternoon before playing.</p><p></p><p>It's not that I need to remember everything, and in fact I still keep the book on my laps at the table.</p><p></p><p></p><p></p><p>Depends how much. Usually players themselves need to review their character abilities every time, so they don't have much right to complain <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>If I notice that I really have some problem, I just suggest a pause to have something to eat or drink, while I get myself back on track.</p><p></p><p></p><p></p><p>I haven't run long modules yet, probably it's much more difficult and I would easily get lost if I used the same method...</p><p></p><p></p><p></p><p>That would be the best! Not rather because of the reason your mention, but instead because of keeping up more stories at the same time, which is by the way possibly my first reason to play some CRPG sometimes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> . I haven't really tried yet, except having small subplots but still contained in the same main adventure; having more adventures starting and ending within each other would be great to give the players a sense that the world never stops.</p><p></p><p></p><p></p><p>In long-gone early years of DMing - that is, 3 years ago <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> - I used to take loads of notes about everything, but at the end I noticed I used only very little, and tended to be confused by the sheer amount. Nowadays I keep a few papers around me during the game, and not even always: the creatures/NPC stats summary, a photocopy of the map with hidden stuff and "secrets", occasional prints of rules which some foe is going to use as main tactic (e.g. invisibility or grappling), gather info or knowledge small tables for hints, and a summary table of PC's reactive skills that I should roll hidden.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1821642, member: 1465"] Here's from my own experience: Absolutely I always read it through all, from the first to the last page. Normally I have read the adventure some time before I decide to run it, so usually I have to read it again once more when we agree about playing that. Since I do it typicall at least a week before the gaming session, in the following days I think about it on spare moments, like on the bus for example :p , and in those moments I often come up with my own little ideas about details to be added. I always make a photocopy of the pages with creatures and NPC stats, and use marker to highlight important things (typically one or two special abilities that are hard to remember or on which I may base their entire combat tactics), so that in-game it's easier to keep those in front of me. Since usually an adventure takes at least 3-4 evenings, I have plenty of times to read each chapter or part with best attention on the evening or afternoon before playing. It's not that I need to remember everything, and in fact I still keep the book on my laps at the table. Depends how much. Usually players themselves need to review their character abilities every time, so they don't have much right to complain ;) If I notice that I really have some problem, I just suggest a pause to have something to eat or drink, while I get myself back on track. I haven't run long modules yet, probably it's much more difficult and I would easily get lost if I used the same method... That would be the best! Not rather because of the reason your mention, but instead because of keeping up more stories at the same time, which is by the way possibly my first reason to play some CRPG sometimes :) . I haven't really tried yet, except having small subplots but still contained in the same main adventure; having more adventures starting and ending within each other would be great to give the players a sense that the world never stops. In long-gone early years of DMing - that is, 3 years ago :p - I used to take loads of notes about everything, but at the end I noticed I used only very little, and tended to be confused by the sheer amount. Nowadays I keep a few papers around me during the game, and not even always: the creatures/NPC stats summary, a photocopy of the map with hidden stuff and "secrets", occasional prints of rules which some foe is going to use as main tactic (e.g. invisibility or grappling), gather info or knowledge small tables for hints, and a summary table of PC's reactive skills that I should roll hidden. [/QUOTE]
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