GM's What do you do to prepare for a game?

Tolen Mar

First Post
As I set out to ready my sessions adventure (and to make sure I don't overwhelm my PC's), it occured to me that there could be a lot of helpful tricks and tips out there.

As an example, if I have time, I like to get out my playres sheets (I keep a copy here), set up the minis, and run through an encounter I think might be too weak or strong. It lets me size up the encounter, and while I realize that any number of things could happen during a game, it gives me a good idea of how easy or hard it can be for the group in question, allowing me to adjust before the game starts.

What other tricks and tips do you have to make things work out better for you behind the screen?
 

log in or register to remove this ad

Mostly, I spend a lot of time on the basic stats (getting better at this though). What helps me the most though is making maps of who the major orginizations are and what they link to, and who some of the major players are in that.

Otherwise, it's just reviewing my notes, getting into the heads of the monsters, and drinking a litle caffene.
 

I like to run modules. So, I read through the module completely. I convert it if needed (I like to run the old 1e mods) and I rewrite the history and leads in to fit the campaign. THen I try to place little or big encounters, items, papoers, whatever that build on plot lines I have, plot lines each players have, and figure what cool and interesting story lines the PCs could see starting with the adventure. I tend to over prepare for instance the last module I prepared Steadling of the Hill Giants I got all the prep down in one day and we will be going into the 4th session of it.
 

My first step is the adventure creation. I think about what players want or something that I think will be need. This helps me direct it as I go.

Next After the adventure is written / bought I reread it and look up rules I may encounter. Most recent was Volcanic envirnments. Write notes about special rolls / rules / damage from these.

Then we go at it and hope I have second guessed my players correctly. 3 of the 4 I do normally. One player I normally can't guess his actions (A TRUE CN person) but I can fly by the seat of my pants with him.

I also gather miniatures the day or two before. Food that day. (Gotta have my chips and soda).
 

It depends on how much time I have and how throughoutly I've prepared the Sessions content. But stuff I do regularly before a session:
-Reread rules that could come into play
-write some flavor text
-prepare the gaming table
-write some extra encounter/ write up NPC's on index cards, if I haven't done so already
-choose music to play (rarely)
-think of options the players may come up, but I haven't thought about jet
-think through the last session
-write maps on transparent sheets if I think they may become relevant
-search through my mini arsenal for fights that may be big and complex enough to warant their use
 

When I was DM'ing I would either read through the parts of the module that they would likely be facing (having already read the entire module before the party even reached this stage). I would also either create index cards for some of the encounters or use DM Genie to get the combat ready to go.

In other cases it was wrapping up a portion that I had either written or re-wrote enough that they needed more attention.
 

I start by designing the first major villain, then I have the party make characters together. As they make their characters I associate them in some way with the future actions of said villain. From there everything just falls into place.
 

Beyond writing up NPCs, monsters, maps, and the standard time intensive work; before each session I:

1) Review the "quick notes" I took from last session and make sure I work them into the game or plan for them to come about later. "Quick notes" are things that the players did I need to remember, items I made up on the spot and need to remember for consistency, or things I changed in the storyline.

2) Review the most likely upcoming adventures for the immediate session so that I play strategies, spells, and abilities correctly and quickly, so I don't end up with my head in a book.

3) Buy beer.
 

I have an entire month to prepare for each game so I may be at a bit of an advantage here. I think about the adventures regularly and jot down some ideas throughout the month. Then, the Friday before our game is crunch time. This is when I go through all my written ideas and mental notes and put them all together, try to make them fit, and weed out the nonsense. I study up on the rules, eat a large dinner and try to get as much sleep as possible to prepare myself for the next day.
 

I write an adventure overview Dungeon style. I create maps. I write at least a couple of adventure hooks. I stat out villains and NPCs. I write out NPC motives and if their likely to combat the PCs their tactics in combat. If time, I write descriptive text.
 

Remove ads

Top