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<blockquote data-quote="AriochQ" data-source="post: 6596657" data-attributes="member: 6793324"><p>I have been playing D&D since 1977, most of that time as DM. IMHO, you need to strike a balance between planning on spontaneity. I try to design adventures like a story. I will plan out specific encounters for each play session, but not necessarily where and when they will occur. I like to allow the players free reign as much as possible.</p><p></p><p>For example, in one encounter the players were to meet a tinker (who will be relevent to the story arc in the long term). I write up notes for the encounter, including a good description, information I want her to give the characters, and answers to specific questions. The actual encounter can happen at any point, and I usually determine that based on adventure pacing (I try to mix combat and non-combat encounters).</p><p></p><p>For combat encounters I do the same, providing setting details and also include a rough list of creatures. I will usually tweak the actual encounter on the fly based on party status. I sometimes roll treasure ahead of time, other times I let the players roll and just use the tables.</p><p></p><p>I currently use Scrivener to track my campaign, having seperate sections for each adventure (broken down by scene/encounter), NPC's, and any other info or resources that could be helpful. We currently play monthly, and most of the time spent preparing is short spurts where I flesh out the framework of encounters I usually already have in mind at the end of the prior session.</p><p></p><p>I guess overall, my philosophy is don't get bogged down in mechanics (especially in 5E). Tell a good story and the mechanics won't matter nearly so much.</p></blockquote><p></p>
[QUOTE="AriochQ, post: 6596657, member: 6793324"] I have been playing D&D since 1977, most of that time as DM. IMHO, you need to strike a balance between planning on spontaneity. I try to design adventures like a story. I will plan out specific encounters for each play session, but not necessarily where and when they will occur. I like to allow the players free reign as much as possible. For example, in one encounter the players were to meet a tinker (who will be relevent to the story arc in the long term). I write up notes for the encounter, including a good description, information I want her to give the characters, and answers to specific questions. The actual encounter can happen at any point, and I usually determine that based on adventure pacing (I try to mix combat and non-combat encounters). For combat encounters I do the same, providing setting details and also include a rough list of creatures. I will usually tweak the actual encounter on the fly based on party status. I sometimes roll treasure ahead of time, other times I let the players roll and just use the tables. I currently use Scrivener to track my campaign, having seperate sections for each adventure (broken down by scene/encounter), NPC's, and any other info or resources that could be helpful. We currently play monthly, and most of the time spent preparing is short spurts where I flesh out the framework of encounters I usually already have in mind at the end of the prior session. I guess overall, my philosophy is don't get bogged down in mechanics (especially in 5E). Tell a good story and the mechanics won't matter nearly so much. [/QUOTE]
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