Cougar said:
My problem is not envisioning a campaign or an story arc, but actually coming up with enough "script" (for lack of a better word) to fill an eight (sometimes more) hour session. I find it difficult to get myself organized and this makes it near impossible to have a cohesive adventure session.
I am DMing in Kalamar right now and ran through the excellent Coin Trilogy set of modules.
So, the question I am asking is what method do you as DMs use to write what is going to happen during your very next session?
Organization goes a long way toward making a session flow well. Its never good when the players have to wait while the DM looks up rules or monsters. If you are comfortable running modules, but feel they are too canned then I would suggest you write your adventure up like a module, but leave out the canned descriptions. This will provide a very satisfing experience at the game table. It keeps you on track and you have all the info you need at your finger tips. Unfortunately, it sounds like you don't spend a lot of time on game prep. If this is more work than you have the time and motivation to do then you'll have to determine the minimum work needed to give you a good game. Here is the low prep time method I use.
To keep you focused I agree with other posts that you should start with NPC and villans. In addition to stats, keep an agenda and time line for the prime villans. What are they doing while the players are busy trying to stop them? Make a little decision tree of Villan actions based on the players actions. Including what will happen if the players don't get involved. If my players don't bite at the initial hook then I find something else for them to do on the fly and the Villans move on to the next step in their grand scheme. Usually, that next step provides another plot hook that can give the players another chance to get involved. Typically, once I have them hooked they don't stray too much, but if your players tend to get distracted you may need to build in several steps that might bring their interest back on track. The players don't feel railroaded this way, but they usually stay on the track of the plot.
You need to lay out your expected story arc with some options if things don't go as planned. The Hallmark of a poor DM is inability to deal with changes in a carefully constructed plan. Even with some alternatives in place your players will surprise you.
Next, I try and plan some key encounters that the players will likely pursue. This is easier in a fixed setting like a dungeon, but can easily be handled in other settings as well. I find that combat can slow the game to a crawl if you are not prepared as DM. I have recently started using the initative cards available for free from the game mechanics at
http://www.thegamemechanics.com/freebies/index.asp#fantasy
This has most of the information you need to run a fight if you fill it out in advance. (Index cards work too.) I like to put sticky notes on the relavant pages of the Monster books, so I can flip to them quickly if I need more information quickly. It doesn't take long get these ready, so I don't feel bad if I don't use them all. They have a way of coming up again. A few brief notes on the location and terrain can also be helpful. An extra card with references to look up right before the session can really come in handy if you aren't familiar with all the relavant rules. (We've recently switched to 3.5 and I like to make sure I have reviewed spell descriptions, and monster special abilities before a session, so that I don't get stuck looking up rules during the session. At the very least having a sticky note on the realvent page will save time if you do have to review.)
I like to have most of the treasure detailed before the session as well. This helps to avoid game balance problems and also gives me a chance to make the treasure more interesting. Its a good place for plot hooks too. (Treasure maps, unusual coins, intelligent magic items with an agenda, stolen works of art, spell books of missing Wizards, religious icons, famous items associated with a historical events or persons, letters, secret messages, rare gems, stuff from far off lands--it can all be clues to your save the world plot.) I think its important that the bad guys have a chance to use any goodies against the party before they get them. However, I do like to roll some of the treasure during the session. There is a certain sense of excitement that the players get from knowing that something random is coming off the charts. It could be an unually big payoff or a rare item. Sometimes magic items that don't seem very interesting to me turn out to be player favorites when they come up randomly. I could roll them before the session, but there is something about the anticipation of seeing the DM roll the stuff that gets players excited.
Detailed character sheets. If you are using minimal planning you need to refer often to the character sheets. Characters have a limited number of feats and skills. Its important to work in opportunities for the players to use the things that make their character special. As a DM its your job to create those opportunities. The same thing goes for special magic items. If they have it give them a chance to use it. Especially if it was something they went on a quest to get. This is easier to do if you plan out adventures with a module level of detailed and it goes a long way toward removing that generic canned feel when you alter a published adventure to give the characters a chance to shine. It will also help you keep things moving if you have a detailed background for the characters. They will be much more interested in your story arc and save the world plot if you tie it to the background and history they create for the characters. Anyway, I refer often to the character sheets to keep the players interested.
I also tend to write little notes of interesting ideas I have between sessions that may or may not relate to the grand plot. They could be bits of history that add more depth, interesting twists on minor NPC's or monsters, treasures, or just details that add color. I have them handy when I am running a session and toss them in as opportunities present themselves. Sometimes they become just a footnote to my world and other times they in up leading to major story arcs.
Finally, a list of clues, hints, and events that I need to make sure the players find out in order to further the plot. How they get found is less important than having a checklist, so that you make sure you don't leave anything out. Nothing spoils a game like forgetting to give the players an important piece of the puzzle. The players are wandering aimlessly and the DM is frustrated because the players don't seem to get it. Its a good idea to have some extras in case the players are having an off session and not seeing the big picture.
Depending on how much time passes between session I also recommend having a recap of the previous session to be read at the beginning of the session or sent out via email in between to keep the important issues in the players' minds. If you are too busy consider rewarding a player with a bit of extra experience for being the recapper. Of course you have to make sure the player doesn't leave out any important ideas you tossed out in the previous session.
As a recap I have--a world (which you already have in place with Kalamar), some detailed NPC (good guys the players can call on as well as "bad guys"), an agenda for the antagonists, a flexable story arc, some planned in encounters (including some semi-random ones that aren't plot driven, but just available in case the players go in a different direction), cards with monster/villan stats (and flags in your books), some notes on location details (as much as you need to give the players an environment for the encounters--many DM's do this on the fly, but you may find the encounters more interesting if you have some details the players can use in at least a couple of the big fights), idea notes, detailed character sheets, planned treasures, notes on unfamiliar rules that might come up, a list of clues/hints, and a recap of the previous session.
With this collection of goodies I find I can run a decent 6-8 hour game with minimal problems and a smooth flow. As a DM you have to make a trade off between the amount of prep time you can give and the amount you need. Good luck and happy gaming.
Scotley