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How do you prepare bought adventures?
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<blockquote data-quote="blargney the second" data-source="post: 3890083" data-attributes="member: 14678"><p>Wow, some great replies so far!</p><p></p><p>I'm on a kick right now where I'm trying hard to learn some new DMing skills. I find myself particularly deficient at complex social encounters, so I'm hoping that by running modules that feature them I'll be able to pick up the rudiments of what I need. Specifically, I'm doing Voyage of the Golden Dragon, and I'd like to learn from more experienced DMs (that's you guys <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=":)" />) while the advice can apply to my self-imposed tutorial. My secondary objective is to learn how to do noir flavour at the table, which is why I'd like to use the second part of that module as-is.</p><p></p><p>So here's what I've compiled from the excellent advice so far:</p><p>1) Read the module and any follow-on adventures well in advance.</p><p>2) In the days just before game day cram for the test.</p><p>3) Highlight particularly important bits in different colours (boxed text: players vs DM, names, DCs, traps, treasure)</p><p>4) Make an NPC cheat sheet (names, personalities, appearances, relationships, links to PCs, page references in module)</p><p>5) Consider possible PC responses and outcomes (like/dislike, success/fail/abort, do test runs if in doubt)</p><p>6) Consolidate statblocks especially if they're scattered, find & mark ability source pages, read up on tricky abilities</p><p>7) Put notes & page refs on module maps, draw up battle maps, find minis (examine layout and consider links between areas and creatures: sound/light, compare to boxed text, mentally run through the map)</p><p>8) Tweak (facts, names, NPCs, druids, monsters, map, tactics, what to do for failed/lost results)</p><p>9) Prep handouts, illustrations, and music</p><p>10) Just before game, review notes, highlighted parts, and cheat sheets</p><p></p><p>Did I miss anything?</p><p>-blarg</p></blockquote><p></p>
[QUOTE="blargney the second, post: 3890083, member: 14678"] Wow, some great replies so far! I'm on a kick right now where I'm trying hard to learn some new DMing skills. I find myself particularly deficient at complex social encounters, so I'm hoping that by running modules that feature them I'll be able to pick up the rudiments of what I need. Specifically, I'm doing Voyage of the Golden Dragon, and I'd like to learn from more experienced DMs (that's you guys :)) while the advice can apply to my self-imposed tutorial. My secondary objective is to learn how to do noir flavour at the table, which is why I'd like to use the second part of that module as-is. So here's what I've compiled from the excellent advice so far: 1) Read the module and any follow-on adventures well in advance. 2) In the days just before game day cram for the test. 3) Highlight particularly important bits in different colours (boxed text: players vs DM, names, DCs, traps, treasure) 4) Make an NPC cheat sheet (names, personalities, appearances, relationships, links to PCs, page references in module) 5) Consider possible PC responses and outcomes (like/dislike, success/fail/abort, do test runs if in doubt) 6) Consolidate statblocks especially if they're scattered, find & mark ability source pages, read up on tricky abilities 7) Put notes & page refs on module maps, draw up battle maps, find minis (examine layout and consider links between areas and creatures: sound/light, compare to boxed text, mentally run through the map) 8) Tweak (facts, names, NPCs, druids, monsters, map, tactics, what to do for failed/lost results) 9) Prep handouts, illustrations, and music 10) Just before game, review notes, highlighted parts, and cheat sheets Did I miss anything? -blarg [/QUOTE]
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