Be honest, DMs: how much do you ad lib?

Ashrem Bayle said:
So have any of you ever just...froze up?

I did once. As silly as it sounds, I was horrified. The players took a turn in a direction I hadn't anticipated. My brain locked. After a few minutes of intentional OOC distractions, things got back to their normal flow. But those two or three minutes seemed to last an eternity as I struggled desperately to come up with some direction.

Maybe I just take my job as DM too seriously.

EEEEK! I hate that. Thankfully, it doesn't happen that often. Vigorous prestidigation to keep the players on any topic other than the game and I can usually recover. Yes, it seems to last an eternity.

I take my DM'ing pretty seriously too. If everyone isn't having fun, I have to wonder if I messed something up.
 

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I add lib quite a bit actually. I found when I planned to far in advance, something went amiss in the plot line ALA the party's only guide through a frozen wasteland was killed.So begin my Dming on the fly. I'll pick random beasties and I have templates for baddies but that's about it. I give my players several different directions to go (see website) and wing it from there. They seem to like it and I tend to be very generous with RP XPs.
 

How much I ad lib varies depending upon the module. I have a solo game with my wife where I probably ad lib most of it, but I've also run structured modules where I play it straight for the most part.

Not long ago in our western campaign I ran "Gunfight at the O.K. Corral, and found that trying to stick very close to the original story was too limiting - I enjoy being a "storyteller" too much to be constrained by a script. I guess that's why I've never cared for totally linear modules.
 


The more I plan, the worse off the game is. My longest lasting and most entertaining campaigns have little to no planning. All I need really is a general idea of what the overall plot is and I go from there.

It's even worse if I use a pre-written adventure, actually.
 

I've done the ad lib in the past, but ever since I watched Babylon 5, I've been unable to think of D&D in anything less than an epic storyline that involves detailed planning, especially if you want to preserve options for the PCs instead of steamrolling them into a single path.

Every once in a while, though, when the PCs are particularly frustrated with a long term puzzle or when they can't figure out where to go, I'll throw some semi-ad lib aspects into the game to keep them from being too frustrated.

For instance, the party had been attacked by a wizard who managed to get away with their bag of holding. They spent the next five hours arguing about how to hunt down the wizard. The frustration levels were so high that they were disregarding the subtle hints I kept dropping to get them on the right track. Realizing that the session would soon end on a major down note, I flipped through my files and found an old enemy of the PCs, the only assistant of a BBEG that escaped from a prior adventure, and let them spot him walking down the street outside the window of their tavern. They sprung into action against him and his two bodyguards (who were fighters straight out of the DMG NPC section) and had a very interesting battle in the middle of the street. When he finally fell to the PCs, their frowns had become smiles and they felt great. Right after they finished dividing up the loot from the battle (and dealing with the city guard), the change of pace paid off: they figured out the clue that they had been missing and prepared to go after the wizard that stole their stuff during the next session.
 

I usually use the basic shell of an adventure, then ad-lib everything else. I really don't do any true "preparation" at all. Maybe I'm weird, but I definitely prefer to just do everything impromptu. But I have to keep detailed notes so I can remain consistent.
:cool:
 

70-80% usually and I have done whole adventures before. I just sketch out key encounters and NPC/monsters but I do wing it a lot depending on what's happened in the game.
 

I run a Spycraft campaign which is damn close to 100% ad lib. I egenrally just stat up villains give the players a fairly vague mission and let them go. I find that Spycraft is simply too open ended for it to be worthwhile for me to do much more.

buzzard
 

I prep a map, treasures, and monster stats. Usually. Exactly how things run out, area descriptions, and evolution of the situation are all off-the-cuff. All NPC encounters are ad-libbed (and really shouldn't be -- it's my weakest point).

Cheers
Nell.
 

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