For DM's: How long or detailed are your adventure notes?

I generally keep my session notes down to a page of description, but I've had as many as 12 pages of stat blocks. I don't get into too much detail on describing locations, just hitting the high points. Then again, I've been doing this for years, so I canwing a fair amount of the details

Let me give you an example for illustration. This is from a ruined monastery, a session where the PC's were trying to break in and rescue a couple of prisoners from the human allies of some vampires, and hoping to get out by nightfall. In this particular instance, I had about 3 pages of location descriptions, which is fairly high for me.

The Gate House
The gate house is locked up at all hours. The wooden doors were burnt in the fire, but the main poritcullus survived, and is down. There are arrow slits to the sides and murder holes above, although the arrow slits are all any intruder need worry about these days.

The first floor of the attached building contains stables (4 black heavy horses and a carriage are lodged here now), while the second contains barracks. During the day, 6 men take turns at watch duty (2 watching from Gatehouse, 2 in barracks, 2 on patrol around inner courtyard perimeter. They take turns at all duties).

4 of the men are fighters, 2 are rogues.

The Outer Courtyard
Weeds creep up in between the paving stones of this open space. Some burned and crumbled lumber has fallen out from the main temple building and litters the area. In the north is a well, and in the south is a drain that leads to the outside via some small sewers.

Near the drain is a hand dug tunnel leading into the sewers. It heads towards the graveyard.

The Temple Proper
The door from the inner courtyard to the Temple fell from its hinges long ago. A stair leads up to the bell tower. From the second story leads a rickety stair that will support no more than 350 lbs at any one time before requiring failing on a 10 or less on a d20. (perhaps spiders can scurry about prompting kicks through steps, etc). There is a landing on the 4th floor, and from there an enterprising adventurer might be able to grab the lesser circlet of blasting that is secreted under the main bell. More than 250 pounds on the bell support (beyond the weight of the bells themselves) will bring the whole assembly down to the ground in a loud clanging heap.

The main temple has had any stained glass that represents Pendorianus’ symbol smashed, and any statue that displays the symbol have that part broken off or defaced. The altar is covered with blood.

The Graveyard
The burial grounds for former priests and paladins of Pendorianus has seen better days. 6 of the 30 grave stones have been obviously messed with. One of the stones that has not hides a passage that connects up with the tunnel to the outer courtyard and also leads into the temple to a place just below the altar.

The Inner Courtyard
There are 4 main areas to the buildings surrounding the Innerr Courtyard. The courtyard itself is overgrown with weeds, with paved paths looking much the worse for wear, and a great deal of burned lumber and debris strewn about. The pool in the center is dry, and has dirt thrown over the symbol of Pendorianus inlaid in tile on the bottom.

The Mess Hall is abandoned and mostly empty. Tables, benches, and other remnants of daily life are scattered about haphazardly. The doors to the east lead to the kitchen, which is in somewhat better repair, as it is being used by the thugs who reside here now. A stair from the kitchen leads up to the former exercise room. The floor here is in poor shape due to water and fire damage. If more than 2 people are on this floor at any given time there is a 50% chance the floor supports will give way. There will be a 2 round warning groaning of the stressed wood before falling. In the south wing of the building is the first floor of cells for priests and paladins.

On the second floor are more cells for penitents, the exercise room, a shrine, and the offices for the leaders of the Paladins and for the Abbott. The Abbott’s office has a number of journals with the daily goings ons at the monastery for the past thirty years (roughly one journals per year). Abbott Freemar was Abbott for the 16 years before the fire. His journals reveal that the monastery had 40 people at its high point 12 years before the fire, with 32 at the time of the fire.
 

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The ironic part for me is that I learn through writing. I'll come up with a fantastic idea, think about it for 20 minutes and then an hour later I can barely remember anything but the basics of it. If I write it down, I can recite it back to you a week later, almost verbatim.

So my notes tend to be lengthy and sit in a folder, unused. If I don't write them down, I forget critical stuff in the heat of the moment.

Silly, huh? I wish I'd had a better grasp of this fact back in school.

One thing I'll note is that I don't ever write a monster or NPC stat block in my notes. I write those on notecards. I use the notecards for initiative order anyway and so I may as well only write it once.

Aside from that, I usually have a sort of "Big Picture" document that is my brain dump of all the NPC's (good guys and bad guys), their motivations, goals and the means by which they intend to reach those goals. Then I have "Adventure Notes" which are basically a list of likely obstacles the PC's will run into and any specifics about them (especially DC's for actions they might take like Climbing or Tracking and such).
 

I usually have many pages of notes for a given session. I have random weather and encounter tables. I have the stats for every NPC that might take part in combat, including what they're carrying. If the PCs are in or near a community, I have an annotated map, lists of NPCs, prices for goods & services and possibly floor plans for the inn, smithy, temple and maybe a generic house or two. If a dungeon of any sort is involved, I have a map with detailed notes.

And then, I have the notes which detail rumors, behind the scenes power struggles or alliances, and some notes about what lies in any given direction, should the party go haring off. Oh, and a random list of names, book titles, and so forth.

It isn't uncommon for me to have way more material prepared than I actually use, but my players have been known to do things that I never could have predicted, and I'm not that good at improvising, so I like to be ready. And the thing is, if they never visit that tavern, then I can re-use the NPCs, the menu, and any minor plot hooks that I might have designed.

The bottom line though, is that all this prep is fun for me. If I hated it, I would have to stop running a game or learn to be an extemporaneous DM.
 

In response to rel's comments about notes -

It is true that people retain more information when they write it down compared to when they merely read something and try remember the details for later on.
 
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My adventure notes consist of 3 or 4 pages of NPC stats and motivations (for the first game of a D&D campaign, usually 1 page of new characters each session thereafter). I then think up three scenes for the adventure: an intro (uaully involving some in media res situation), and two set piece battles. And then I run with it, for better of for worse. :)

--Jeff
 

My adventure notes consist of 3 or 4 pages of NPC stats and motivations (for the first game of a D&D campaign, usually 1 page of new characters each session thereafter). I then think up three scenes for the adventure: an intro (uaully involving some in media res situation), and two set piece battles. And then I run with it, for better of for worse. :)

--Jeff
 

I tend to write an outline

For an average 10 to 12 hour adventure I'll usually write a 3 or 4 page outline and have another page of stats and key attack plans for the monsters. In addition I usually have two to four maps to go along with the adventure. So, all in all I'll usually have around 8 to 10 pages.

The outline is for my benifit only, so I write it in GM shorthand. IE:

I) Meet the NPC (Bilgan Halftoes) at tavern
a)Knows where the dungeon is.
b)Willing to pay 50 gp up front as retainer
c)Has map to give players
d)3'5" halfling with blond hair and green eyes. Wears long cloak and keeps hood up most of time.
e)if attacked, uses ring of invis. to try to get away, if cornered, surrenders.

Just the facts, who is it, what are they doing, what do they know, how will they react. A sketch of the encounter to provide a consistant frame work you can work off of.

It just keeps the info straight in my head while I'm running and gives me a quick reference if someone asks what happened later on. If I improvise (more likely, when I improvise) I pencil in a quick note on the page so I can remember it later.
 

I note down a lot of stuff when I prepare for a session - ideas, bits of stats, a typical NPC response that pops into my head, fragments of maps.

Once I get everything into order and it makes sense to me, my notes for the session grow shorter and shorter. NPC stats, a scribbled map (usually fit for my own use only - I can't draw to save my life), about one page of reminder notes in a big scrawl that leaps out at me at a glance; the rest is in my head.


Recurring background stuff and setting notes I keep separate from my game notes. I don't normally reference them during a game but go back to them in prepping.
 

I usually end up with a page of brainstorming type stuff, a page of stats, names, outline, and location descriptions, and a page that I write during the session to record what actually happened. Important NPCs that get fully statted get a half page each or so, maybe one per session.
 


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