How do I go about writing down my campaign info?

The best thing to do is to just write it down it doesn't matter if it makes a whole lot of sense. Just do a bulleted list of the ideas in your head and sort it out later--if you want another approach, do one of those word webs--i don't know about you older folks, but my freshman highschool english teacher LOVED making us do those to "brainstorm" our essays. Don't ever just leave stuff in your head because you'll probably forget it--i don't know how many ideas I've lost because of not writing them down.

On a somewhat related note, if you're completely ad-libbing a quest, make sure you write down what you've done! I learned a valuable lesson about that this weekend!
 

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You might want to try using a freeware application called MyInfo in your writing. It's a very simple application (sort of a combination of an in-built "windows explorer" type interface crossed with a text editor) but very powerful for entering, organising and storing snippets of information.

In short, it's ideal for organising campaign info, and inspires more ideas from the way your notes are presented. It also encourages taking notes of ideas that you otherwise wouldn't jot down in a word processor.

Amusingly, Milenix (the people who make it) have even cottoned on to what it's being used for and have added an RPG page to their site on suggestions on how to use it:

http://www.milenix.com/myinfo/rpg/

There's a quote there from the guy who runs RoleplayingTips.com, who was possibly the first to recommend it.
 

As everyone's saying, write it all down. Also, the dungeoncraft column in Dragon is great for this kind of stuff. You should be able to find the web version of the Dragon site.

On a more detailed level, this is what I do:

1) Go out and buy the biggest, thickest note-book you can find. Carry it with you always. This is your idea's book. Anything, and I mean anything, you think of that's game related gets written here. New character concept? Put it in. New Spell? Put it in. Encounter idea? Put it in. You don't necessarily have to do this in detail, but include as much information as you can off that first idea. Mine has all of the above, plus more - Potential names, new products I've seen on the shelves that i want to imitate or buy, bits of descriptiong I just have to use, even ideas for new campaigns and game systesm. After a few weeks of note taking, you'll end up with a big storehouse of ideas. The big advantage of this is that they're all in one place - whenever you need to track down an idea you know where to look.

A lot of proffesional writers do this to store and generate ideas. Even if you only use half the information in your ideas book, it's comforting to know that they're there.

Another good idea is to use this notebook to flesh out ideas. Ideas are like rabbits - put two together and they'll start to breed.

This is probably one of the few places where I have problems with dungeoncract. It recommends never creating more than you need. I believe in the opposite. i always create more than I need - if I don't use it now, I'll get to use it later. I always work of the theory that this campaing that I'm writing isn't the only campaign I'll ever write, so more ideas are things I constantly strive for.

2) Buy another big notebook. This keeps all your campaign notes and scribble stuff. Write down what happens in your game. Make notes of what monsters the Pc's encounter. Take down the hastliy thought up names of NPC's you created when the PC's went into the inn. Work out the NPC's they'll encounter between sessions here. Work out where they're travelling and make a few notes here. More often than not, I have the first notebook open any time I'm working in this one. Even in the act of creating a new NPC, there are at least three or four new ideas that come up and should be grabbed, even if it's just differnt ways the stats could be arranged for the same NPC.

3) Type up advanture notes.

Most of my campaign stuff will only ever be relevant for one adventure. The New NPC's are mostly dead after that, and some settings get show up once and never get returned too.

If something needs to be fleshed out for an adventure, I do it. I put in as much information as necessary and save it with the adventure notes.

4) Campaign folder

I'm not usually the person who decides what goes in my campaign folder. Usually, the big sign that this needs to be done is when something gets used a lot - the same NPC crops up again and again, the party keeps going back to the same place, or someone shows a sign of interest in a particular prestige class (or I keep using them for bad guys).

Once this happens, I'll usually cut and paste the basic information out of the adventure it started in and add a bit more too it, flesh it out until it starts to feel a bit plump. It's worth keeping in mind that most campaign settings of size (namely the realms and other whole world stuff) don't give you a huge amount of location on their settings straight up, you usually have to buy more supplements to get more detail. This isn't so much because they want to make money - it's because each campaign will focus in on different elements. Fleshing out waterdeep isn't going to do you a lot of good if your entire campaign is set in the Dales. Flesh out only what your campaign focuses on. Leave your notes in your notebook, you can always track them down if you need them later.

I try to keep things grouped together - Prestige Classes usually start out with race notes and locations attached in my adventure notes, and odds are if the PrC is showing up again the rest will as well.

Print everything necessary and put it in a folder. After a while, it starts to grow naturally. You end up with nations where there was once a small town. If you ever need something and you've lost your adventure notes, odds are it still exists in one of the notebooks, so you can always track it down.

Well, that's more incoherent detail than I originally intended to go to. Sorry for the long read, and i hope its useful.
 

Well, the first step tooo writing is slecting a pen that fits your hand well, and has good ink flow...secondly you need to find a good substance to write on, paper is good, but your hand will suffice....when you have that, mastery of a language with written characters is a must...

;)
 
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And don't worry too much about spelling or proper sentance structure as long as you can understand it. Just let the ideas flow. One you have something written down it gets easier to use and flesh out.

I have way too much left in my head that I've just not written down yet, though I'm slowly changing that, bit by bit. It takes time but it's well worth the results.
 

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