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How do you prepare bought adventures?
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<blockquote data-quote="DM_Jeff" data-source="post: 3889268" data-attributes="member: 3687"><p>* Read the entire adventure once (or write it) long before you’ll run it. Reading it in advance is necessary because you’re going to want to read it again just a day or two before you run it. Familiarity with the adventure, where the important parts are, and the storyline is vital to running a smooth game. As you read the story, have in mind some of the reactions your players will have based on who their characters are. Change things to customize the adventure to their interest level. </p><p> </p><p>* Pull out a 3x5 index card. Have it with you as you do your second reading of the adventure. As names of important people, places and things come up, write them down, possibly grouping them together. When you’re done, a good card should be easily read at a quick glance, possibly with page numbers on where to reference that name in the adventure. </p><p> </p><p>* Do Combat Stat Sheets! I’m no doubt mental with this, but I scan in stat blocks and have been printing them out “delve style” years before WotC was. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Then I can scribble next to each feat or spell or psionic power or whatever page references, and during combat I can adjust the creature right on the page and not worry about wrecking a book or having separate note paper.</p><p> </p><p>* Get the miniature figures and /or props ready or know right where to get them. If you don’t use either, know the scene so well that it’s in your minds’ eye to describe. Having the setting and miniature props ready keeps the action fast and furious.</p><p> </p><p>* Make notes on handouts that will be needed in the adventure and have them ready for the players as the game progresses. They’re fun, and even more so if they’re ready!</p><p></p><p>-DM Jeff</p></blockquote><p></p>
[QUOTE="DM_Jeff, post: 3889268, member: 3687"] * Read the entire adventure once (or write it) long before you’ll run it. Reading it in advance is necessary because you’re going to want to read it again just a day or two before you run it. Familiarity with the adventure, where the important parts are, and the storyline is vital to running a smooth game. As you read the story, have in mind some of the reactions your players will have based on who their characters are. Change things to customize the adventure to their interest level. * Pull out a 3x5 index card. Have it with you as you do your second reading of the adventure. As names of important people, places and things come up, write them down, possibly grouping them together. When you’re done, a good card should be easily read at a quick glance, possibly with page numbers on where to reference that name in the adventure. * Do Combat Stat Sheets! I’m no doubt mental with this, but I scan in stat blocks and have been printing them out “delve style” years before WotC was. :) Then I can scribble next to each feat or spell or psionic power or whatever page references, and during combat I can adjust the creature right on the page and not worry about wrecking a book or having separate note paper. * Get the miniature figures and /or props ready or know right where to get them. If you don’t use either, know the scene so well that it’s in your minds’ eye to describe. Having the setting and miniature props ready keeps the action fast and furious. * Make notes on handouts that will be needed in the adventure and have them ready for the players as the game progresses. They’re fun, and even more so if they’re ready! -DM Jeff [/QUOTE]
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