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How Do You Organise Long-haul Campaigns?
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<blockquote data-quote="Lanefan" data-source="post: 8623745" data-attributes="member: 29398"><p>There's different types of notes and records, and each works best with a different kind of organization.</p><p></p><p>For setting info, maps, game logs, records, etc.: The Internet Is Your Friend. Set up a website dedicated to the campaign; make player-side info public and hide the DM-side stuff, and update it every week with the latest session log (point form will do!). You can use the same site to make up individual character pages if the players give you info for such.</p><p></p><p>For at-the-table DM info e.g. various tables, houserules, etc., binders work fine.</p><p></p><p>For on-the-fly game notes e.g. events, xp awards, magic item details, etc., I use old 8.5x14" fanfold computer printer paper flipped sideways ("landscape" style) and have developed a consistent format over time for what goes where on the page: xp track goes along the top with a horizontal row for each character and a vertical row for each encounter; item list goes down the right-hand side of the page; session notes start below the xp matrix, and the bottom edge is left for scrap notes and-or monster h.p. tracking.</p><p></p><p>Tracking treasury items is a key element. For this we devised an item numbering system, where everything found gets a unique number such that it can be tracked down later if we need to know what it is and-or does, or what it's worth. I-as-DM take complete notes, the players write down what they know as they learn it through field-testing or ID spells or whatever. A hypothetical sample starting at item number C-54 might look like:</p><p></p><p>Player notes:</p><p></p><p>C-54 nice longsword, shiny, jewelled hilt, strong magic, detects something? (Raven is carrying)</p><p>C-55 two small gems (in BoH)</p><p>C-66 shield, magic, plain wooden medium (Korgi is using)</p><p>C-67 fancy book in strange script - arcane formulae? (in BoH)</p><p>C-68 wand? moderate magic, iron stick 1' long, carvings at one end (Mavis has in pack)</p><p></p><p>DM notes (I'd use shorthand and abbreviations, here it's shown longhand):</p><p></p><p>C-54 Longsword +1, Detects Traps 10' radius if wielder concentrates for 1 minute (3850 g.p.) (Raven)</p><p>C-55 2 gems (24 g.p. total)</p><p>C-66 Shield +0 except +2 if used by a Druid (2100 g.p.) (Korgi)</p><p>C-67 book of recipes, written in Sumerian, looks imposing but is worthless</p><p>C-68 Wand of Magic Missiles, 23 charges, rechargeable, "Firework" command word carved into it (7400 g.p.)</p><p></p><p>All I have to do later is sum up somewhere which item number ranges came from which adventure, as party treasuries are usually evaluated and divided evenly by value after each adventure.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8623745, member: 29398"] There's different types of notes and records, and each works best with a different kind of organization. For setting info, maps, game logs, records, etc.: The Internet Is Your Friend. Set up a website dedicated to the campaign; make player-side info public and hide the DM-side stuff, and update it every week with the latest session log (point form will do!). You can use the same site to make up individual character pages if the players give you info for such. For at-the-table DM info e.g. various tables, houserules, etc., binders work fine. For on-the-fly game notes e.g. events, xp awards, magic item details, etc., I use old 8.5x14" fanfold computer printer paper flipped sideways ("landscape" style) and have developed a consistent format over time for what goes where on the page: xp track goes along the top with a horizontal row for each character and a vertical row for each encounter; item list goes down the right-hand side of the page; session notes start below the xp matrix, and the bottom edge is left for scrap notes and-or monster h.p. tracking. Tracking treasury items is a key element. For this we devised an item numbering system, where everything found gets a unique number such that it can be tracked down later if we need to know what it is and-or does, or what it's worth. I-as-DM take complete notes, the players write down what they know as they learn it through field-testing or ID spells or whatever. A hypothetical sample starting at item number C-54 might look like: Player notes: C-54 nice longsword, shiny, jewelled hilt, strong magic, detects something? (Raven is carrying) C-55 two small gems (in BoH) C-66 shield, magic, plain wooden medium (Korgi is using) C-67 fancy book in strange script - arcane formulae? (in BoH) C-68 wand? moderate magic, iron stick 1' long, carvings at one end (Mavis has in pack) DM notes (I'd use shorthand and abbreviations, here it's shown longhand): C-54 Longsword +1, Detects Traps 10' radius if wielder concentrates for 1 minute (3850 g.p.) (Raven) C-55 2 gems (24 g.p. total) C-66 Shield +0 except +2 if used by a Druid (2100 g.p.) (Korgi) C-67 book of recipes, written in Sumerian, looks imposing but is worthless C-68 Wand of Magic Missiles, 23 charges, rechargeable, "Firework" command word carved into it (7400 g.p.) All I have to do later is sum up somewhere which item number ranges came from which adventure, as party treasuries are usually evaluated and divided evenly by value after each adventure. [/QUOTE]
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