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Expanding on Chatty DM's Session Prep Checklist

Noumenon

First Post
Chatty DM's adventure plan checklist seemed like it could solve my prepping problems. I want to prioritize the stuff I really need, and resist my tendency to spend hours printing monster tokens and tweaking stat blocks. Here's his list:

[sblock]Here’s my template:

* Treasure Parcels: A bullet list of magic item levels and monetary value of each parcels.
* Dramatis Persona: List of main NPCs to be developed according to earlier template or copied there if already done.
* Existing Quests: Short list of unfinished quests that are relevant to this adventure.
* New Quests: Short description of new quests introduced in this adventure.
* Player Intro: Recap and/or intro to the adventure.

Structure of the Adventure

* Background: Just enough to remind me what the goal of the adventure is and its context in our campaign (usually one-two paragraphs).
* Adventure-Specific Mechanics: List of things I’ll need to design in this adventure (monsters, traps, puzzles, skill challenges).

Scene Breakdown (if event-based) or Area Breakdown (site-based) or Hybrid

* Scene 1: Name of scene
o Goals: What must/can/may be achieved in this scene.
o Scene Summary: High level structure of the scene, including NPCs involved.
o Complications/Rule of Cool: Elements to make things more interesting.
o Expected Outcomes: Short list of possible conclusions and consequences.

or

* Area 1: Name of Area
o Objectives: Why PCs explore/visit this area, what they may gain from doing it.
o Threats and Opportunities: What populates the area and how they can be a challenge/interact with PCs.
o Complications: Anything that may go wrong, make conflict more interesting or blow up in PCs face.
o Expected Outcomes: As above.

Rinse and repeat.

I then go through the plan time and time again, fleshing it out part by part, adding a new scene here, a stat block there and cutting out things I won’t have time do, shifting scope and adding ideas as they come to me. All this time, I try to focus on prioritizing what will bring me to a playable adventure the fastest. Getting lost in the details is so easy so I try to be careful lest I start botching it come Thursday night. After, if there is time, I may add more elements like complex traps and such to make things more exciting.[/sblock]

It seems like my actual prep experience is too concrete to fit into this outline. The actual actions I do when prepping a game include things like:
  • Read the module
  • Print out monster tokens and maps
  • Select appropriate treasure from long list of magic items
  • Create NPC: Pick a role, a quirk, a motivation, a secret, put on 3x5 card
  • Brainstorm aimlessly about all the possible ways the PCs could get out of the slave mines. Decide to create a prisoner NPC who ties into one PCs backstory, think about how the PCs can find food and water after escaping, plan an encounter where the orcs look for them with trollhounds. Don't get around to any of these things.
  • Look up last session notes. Pick things to follow up on: one PC's criminal record, another's recognizable tattoo. Get stuck without deciding whether or when reactions to these things will actually occur.
  • Get confused by the module and go surf Enworld to find out what the designers were thinking.
  • Add a house rule.

I guess what I'm looking for is a list of five things that absolutely have to get done to have a game, maybe broken down into three subtasks, so I can say "I'll spend 30 minutes on each subtask and be assured of being well-prepped in 7-1/2 hours total." (The notion of spending only one hour prepping for a game like Yax at DungeonMastering.com is completely incomprehensible to me, and yet I bet he's better prepared for each session than I am.)

Anybody have a "Session Essentials" adventure-prepping checklist? Or a short list of prepping priorities?
 
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I'll throw my hat in the ring as I'm currently running a campaign after a long absence from the regular DM seat.

In the past, I spent way too long prepping for adventures. I'd actually write read-aloud text for myself and fully explain things like I was going to publish my terrible work. This is a waste of time unless you're thinking of publishing your work, but even then, it's overkill for a regular game.

I'm a big fan of a campaign notebook where you store just about everything you need for your campaign. This can be a real notebook, a box full of notecards, or something electronic--a wiki, a file or collection of files on your computer (I'm a big fan of OneNote for PCs and Curio for Macs) etc. In your notebook, have a section for random brainstorming for future games, a section for NPCs, and a section for whatever you're running currently. (More sections are of course possible--treasure, random clippings/handouts, images you're going to use for counters, session notes--but I'm trying not to turn this post into a novel)

Once you're ready for a session, it's a matter of going through your various notebook "sections" and picking out what you need, and making a note of what you'll need to make from scratch/steal from elsewhere.

That long introduction finished, here's what I do.
  1. Look over notes I made about last session, figure out what's likely going to happen this session. You can't plan for everthing, but you can at least give yourself a breadcrumb to start off trails to stuff you're going to make up on the fly.
  2. Once I've got a rough idea of what things are likely to happen, I grab stats for encounters. Some sort of an electronic generator for this is a godsend, if you're looking for slightly more variety in humanoid foes, but a quick flip through the monster manual of your choice works well for dungeon crawls or travels through the wilderness.
  3. Maps. Either find some in something you've used before, or sketch up something quickly. If you're running a published adventure, you've probably already got this covered.
  4. Flowchart/diagram/outline: I live from these for games I run. They're a great way to quickly sketch out what you think might happen in a session, and it's easy to add notes or new additions to them. These can be as loose or as detailed as you like.
  5. Minis/props/handouts (Optional): If I have the time, I dig around in my collections for stuff that works. I only print out counters from my electronic collection if NOTHING in my printed counters/minis collection matches what I have in mind and it's going to be a big "boss fight" if you'll excuse the video game parlance.

I'm not the greatest, but it's been working for me. I should probably devote a bit more time to treasure, but I don't think I've been overly stingy in my current game. I often just spend some time whenever the characters level thinking of a pool of items to give out as I feel like it for the level, and spread them out as we play.

I'd honestly try to cut down on your prep time unless you really enjoy it--7.5 hours is quite a bit for a game session that might not even last that long, especially if you're running a pre-made adventure. :)
 

I've just recently been putting together a couple adventures for my 4th level city-based campaign. One is a set of scenarios based around a PC fighting in the arena; he fights another gladiator who "throws" their match. In attempting to find out why, he'll probably stumble on a gambling/fight fixing ring. I used a flowchart for this adventure, and designed a half-dozen NPCs, and a couple different sites (the arena, and the tavern nearby). I didn't write up any specific descriptions of events, just a timeline of things that will happen if the PCs don't interfere.

I like this way of designing city adventures. Flowcharts and NPC personalities are virtually all you need. I see this adventure taking about 4-6 hours to run, and the end is totally open. It may lead to the PCs working for a criminal, being blackmailed by the criminal, blackmailing him, or killing him.

The whole thing took maybe 4 hours for me to brainstorm and write up, which included digging out an old arena map to use.

My second adventure for this same group builds on an incomplete quest for one PC, and will involve them doing considerable hunting for clues, research, and interviewing a psychopathic scholar in prison (plus maybe breaking him out if they don't realize how evil he is). Then a trip down under the city following his directions will lead them to a substantial (module) dungeon. Again, a flowchart is used to plot their possible route through the caves and dungeons, with brief descriptions of various challenges; I find I'm better off winging the actual DCs and results as the PCs go than trying to "write a module" ahead of time.

This adventure took longer to write; probably eight or ten hours, but it will take 9-12 hours to run, I expect, so that's fine.
 

In the past, I spent way too long prepping for adventures. I'd actually write read-aloud text for myself and fully explain things like I was going to publish

This is a story I've heard again and again, so I know I'm going through an over-prep phase, but haven't been able to lick it yet. Your five points below are actually really helpful to me, they're kind of the checklist I was looking for.

1. Look over notes I made about last session, figure out what's likely going to happen this session. You can't plan for everthing, but you can at least give yourself a breadcrumb to start off trails to stuff you're going to make up on the fly.

I think what was messing me up about Chatty's list was that it just says "background" and "list of quests" but doesn't have the actual action "Go through campaign notes for last session to find out what happens this session."

2. (stats)
3. Maps.
5. Minis/props/handouts (optional)

It's good for me to know I should make the first two top-level priorities and not something I'm just adding detail on. But you don't have a separate stage for planning out NPCs? I can actually run a combat with no stats a lot easier than I can do a roleplaying encounter without some quirks, motivations, and factional ties to fall back on.

4. Flowchart/diagram/outline: I live from these for games I run. They're a great way to quickly sketch out what you think might happen in a session, and it's easy to add notes or new additions to them. These can be as loose or as detailed as you like.

I think this is your best tip for me. "Make a flowchart of the adventure" is a concrete action I can take, that will help me structure all my other actions. I would end up never getting to Chatty's tips about "scene 1: objectives, threats, complications" because I could never decide what scene 1 was or I would do scene 1 and 2 and not know what scene 3 or 4 might be. If I make the flowchart once, then I can assign each bubble 15 minutes of design time and be sure I hit everything. I'll know the scope of prep needed and I'll have a list to remind me of what the next task is. And it'll work a lot better than an outline because I won't have to go "Is step III the dungeon exit, or the entrance to level 3?" I'll just fork the diagram and keep brainstorming. Thanks a lot, man, I wish you didn't have XP turned off.
 

I used a flowchart for this adventure, and designed a half-dozen NPCs, and a couple different sites (the arena, and the tavern nearby).

So you create the flowchart first, and then each bubble throws off a few design tasks like "make an NPC" and "make an arena"? By the way, what is your standard approach to designing a site -- I'm thinking you need "location, appearance, associated NPC, map"? (Nice hook about the thrown gladiatorial match, btw.)

I didn't write up any specific descriptions of events, just a timeline of things that will happen if the PCs don't interfere.

That seems like a really good idea too. I had been imagining doing the flowchart from the PCs point of view, like "what if they go here, let's give them a choice point here." But how do you fit things into the flowchart that are going to happen on the enemies' timeline? You know, if the orcs start tracking the PCs with their trollhounds after six hours, how do I know what bubble "orc & trollhound battle" goes next to? Or do you just keep it two separate things, the PC flowchart and the enemy timeline, and design encounters for both?

Then a trip down under the city following his directions will lead them to a substantial (module) dungeon. Again, a flowchart is used to plot their possible route through the caves and dungeons, with brief descriptions of various challenges; I find I'm better off winging the actual DCs and results as the PCs go than trying to "write a module" ahead of time.

Are you talking about a series of investigation/travel checks like Jump, Track, Climb, Search, and the flowchart just stops once they get into the module? Or do you flowchart the module too?
 

So you create the flowchart first, and then each bubble throws off a few design tasks like "make an NPC" and "make an arena"? By the way, what is your standard approach to designing a site -- I'm thinking you need "location, appearance, associated NPC, map"? (Nice hook about the thrown gladiatorial match, btw.)

Yeah, essentially I tend to design in ministages. I'll decide I'm designing something with a thrown fight at the arena. I have a villain already who is behind the thrown fight (from a module I'm stealing from). So I decide who is throwing the fight and why. I write up that NPC. He has a handler. Who is he? Does he know about the thrown fights? What's his reaction?

Then I need a place for the bookie who is behind the gambling ring to "be". The tavern comes up. I design the tavern, and give quick outlines to the tavernkeeper and the bookie. I decide the bookie needs some enforcers, so I remember that I have an NPC party of adventurers who were needing a new job after the PCs mucked with their careers a few weeks back. A couple adventurers are now enforcers, and this ties the rest of the PCs in, since they dislike these NPCs.

I just keep spinning places and scenes. Some may not get used, but others will come into play multiple times.



That seems like a really good idea too. I had been imagining doing the flowchart from the PCs point of view, like "what if they go here, let's give them a choice point here." But how do you fit things into the flowchart that are going to happen on the enemies' timeline? You know, if the orcs start tracking the PCs with their trollhounds after six hours, how do I know what bubble "orc & trollhound battle" goes next to? Or do you just keep it two separate things, the PC flowchart and the enemy timeline, and design encounters for both?

I timeline things first. and last, and in the middle. Just as I spin off each new location, I figure out what would be happening if the PCs didn't get involved. Ie the fighter-guy throws the fight. his handler discovers it and confronts him; the guy admits he's deep into the bookie's pockets. The handler goes and confronts the bookie. He gets warned off. He tries to visit the bookie's rumored boss, and the enforcers pay him a visit. The next day the fighter is found dead in his apartment. Did the enforcers do it? Or his handler? Or someone else entirely?

Then I go back and do a flowchart of PC possible interactions with the timeline. If the PCs question the fighter guy before his handler, what are the possible outcomes? After? If they go after the bookie, what can they learn? Will the enforcers come after them, back off, or send word to their boss for re-enforcements? Will their boss do anything, or pull out of the situation? Will they be the ones to find the dead fighter? If so, what happens? Do the guards think they did it? If not, who finds him? Etc... Usually this is one or two pages of notes in boxes with DCs leading to other boxes...

Are you talking about a series of investigation/travel checks like Jump, Track, Climb, Search, and the flowchart just stops once they get into the module? Or do you flowchart the module too?

I'd never waste time flowcharting a module. I just flowchart their possible options on the route. For example, this flowchart 8 boxes. There are really only 2 dividing points. They start out in the undermarket, and move via a bluesteel door to Ghul's labyrinth. There they have a minor adventure of a tiny dungeon (5 room dungeon). When they leave there, they can either go via some natural caves down deeper, or via another bluesteel door to an elevator. Though they don't know it, both routes are a successful way to the next locale, a bridge inhabited by a xorn and a river ferryman.

Depending on the PCs interaction with the ferryman, they may ride down teh river with ease, or have to make/find their own boat/route down it with much less comfort and higher risk. At the end, they may choose a dead-end cave system (another 5 room dungeon scenario) to explore or hit on the correct route into another cave filled with troglodytes (the module) that leads them to a hidden cave/wizard's school.

Again, I have almost no DCs mapped for what happens, but I do have a set of jotted notes for the caves. I'd post them if they were typed up, but an example is:

6. poison gas near water. puts out torches. odorless, but causes headache. more dead beetle swarm, big beetle carcass. no treasure.

If I write more, in complete sentences, I start "composing" which is wayyyyy too time consuming.
 

I decide the bookie needs some enforcers, so I remember that I have an NPC party of adventurers who were needing a new job after the PCs mucked with their careers a few weeks back.

OK, I added "look for opportunities to reuse existing NPCs" to my checklist.

The whole "design fight-thrower, then design handler, then flowchart criminal's interactions with handler" at first seemed like it was getting down a long sidetrack like I always do, but because you posted so much about your process I eventually understood that it was part of the flowchart design process. This is how I'm summarizing the checklist now:

Step One: Generate Flowchart

1) generate timeline without PC interference
````a) look at last session notes for chains of consequences
````b) look at campaign notes for hanging quest threads
2) generate flowchart
````a) Create locations.
````````i) look at last session notes for planned PC destinations
````````ii) create timeline of what happens at that location
````````iii) flowchart what happens when PCs interfere at various points in timeline.
````b) create NPCs
````````i) look at locations for needed NPCs
````````````(1) look for existing NPCs to reuse
````````ii) create timeline of what that NPC does
````````iii) flowchart what happens when PCs interfere at various points in timeline
````c) Insert hooks where flowchart doesn't connect
````d) repeat process once or twice

Step 2: Go through flowchart and design needed elements

4) design new NPCs
````a) personalities
````b) may require new locations – add to flowchart, design later
5) design needed locations & travel obstacles
````a) create flavor
````b) no complete sentences
6) Design needed battles
````a) stats
````````i) minis
````b) maps
````c) treasure (optional)

This little checklist is all the design work I did in the last three days... probably my real problem.
 

Yeah, you've summed up my design process pretty well! I'm glad you could pull it out and make it generic. I was having trouble doing that...

I may just pin your list up beside my computer.
 

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