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DUNGEON MASTERS: How do you do your session plans!?
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<blockquote data-quote="Nagol" data-source="post: 6042318" data-attributes="member: 23935"><p>I'd post notes, but for two facts.</p><p></p><ol> <li data-xf-list-type="ol">I've developed a personal shorthand. I joke that if my players stole my campaign journal, they'd end up knowing <strong>less</strong> than they did before.</li> <li data-xf-list-type="ol">My note style varies all over the place -- sometimes I'll create a 20 page module, other times I'll have a couple of scribbled single words for the session.</li> </ol><p></p><p>I create a detailed design when I want to concentrate on other aspects of the game during the session, I feel the need to vet the difficulties/rewards available in a scenario, or because I think the prep will be fun. I skimp on design when the situation is more comfortable and/or previously established in the world. Not uncommonly, I am only reusing elements previously introduced and my prep is just a list with some arrows.</p><p></p><p>The first adventure of a campaign tends to get heavy treatment and any area where I'm introducing new gameplay elements. Even in these cases, the docs don't stand alone. There is a continued reliance on previous work.</p><p></p><p>My strategy tends to mean I have heavy prep at the start of a campaign that tapers off relatively quickly once the environment is introduced to the players and I get a feel for the game.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6042318, member: 23935"] I'd post notes, but for two facts. [LIST=1] [*]I've developed a personal shorthand. I joke that if my players stole my campaign journal, they'd end up knowing [B]less[/B] than they did before. [*]My note style varies all over the place -- sometimes I'll create a 20 page module, other times I'll have a couple of scribbled single words for the session. [/LIST] I create a detailed design when I want to concentrate on other aspects of the game during the session, I feel the need to vet the difficulties/rewards available in a scenario, or because I think the prep will be fun. I skimp on design when the situation is more comfortable and/or previously established in the world. Not uncommonly, I am only reusing elements previously introduced and my prep is just a list with some arrows. The first adventure of a campaign tends to get heavy treatment and any area where I'm introducing new gameplay elements. Even in these cases, the docs don't stand alone. There is a continued reliance on previous work. My strategy tends to mean I have heavy prep at the start of a campaign that tapers off relatively quickly once the environment is introduced to the players and I get a feel for the game. [/QUOTE]
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DUNGEON MASTERS: How do you do your session plans!?
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