How I Learned To Stop Worrying About Game Prep


One of the things that eternally plagues game masters is the subject of game prep. How do we find that balance between having more material than we will ever need, and having a session come to a stop because there wasn't enough prep done? This is something, I think that most game masters deal with regardless of how long of a time they have been sitting in the game master's chair. Really, as long as a game entertains everyone at the table, you've done the right amount of prep. However, the question will always remain.

I've been gaming since 1979, and by about 1980 or so I started GMing more or less full time. In the "old days" the answer to "How much do I prep?" was answered by the very robust publishing schedule of most role-playing game publisher. For example, I played a lot of the Marvel Super-Heroes role-playing game from TSR in college, and the years afterwards. I didn't read as many Marvel comics as I did (do!) read DC comics, so I was always at a disadvantage with the Marvel universe because of that. Because of the fact that TSR published so much material for the game between adventures and roster books, they managed to fill in a lot of the blanks for me with their official material. Many of the TSR published settings for AD&D around that same period gave you a lot of material to work with, regardless of whether you played in the Forgotten Realms or Al-Quadim or the Planescape settings, you had a lot of your prepwork done for you.

Publishers like White Wolf took this tact as well, sometimes giving you more material than you might ever even need as a GM.

Unfortunately, while we are in a different sort of golden age of riches as gamers, the day of the overabundance of pre-made material is in the past. That isn't necessarily a bad thing, but it sometimes requires adaptation from those of us who have been gaming for a longer time. I like a low prep approach to gaming as a GM, since I'm not 11 years old anymore, I don't have the time to spend on game prep that I once did (nor do I really have the desire, either). Sometimes my preferences for low prep games interferes with my running of older games at times, the techniques that work for newer games don't always work in older games.

This is why I was attracted to a system like Fate from Evil Hat Productions. I've played and run Fate games since Spirit of the Century debuted years ago, and the approach of the game has been becoming my default approach for a few years now. The first rule of game mastering is that no idea that you have (regardless of the amount of prep that you put into a game session) will survive its encounter with the players. They will zig when the story zags. But the nice thing about the system is that when this happens all that you need to do is come up with a couple of aspects, a skill or two (approaches if you use Fate Accelerated like I do) and roll with it. Games like the many, many variants of the Basic Roleplaying Game or the open content of Mongoose Publishing's fantasy RPG Legend (or their version of the Runequest rules from which Legend was derived) make that easy too. Come up with a couple of skills on the fly, give them percentages and worry about filling in the spaces later.

With our ongoing Marvel Super-Heroes game I find myself taking NPCs and working them into something close enough to work with. Our campaign is loosely based in the Marvel Universe, which works mostly because the players don't have a super detailed level of knowledge about the world, so that gives me plenty of wiggle room. Besides, the longer the campaign goes on, the less it has to do with the Marvel Universe proper anyway.

So, how do you balance these things out when you want to be a low prep sort of GM? There's a few guidelines that come from how I run a game:


  • Know your system. This is probably the most important one. You hear a lot of people talk about "internalizing" a game system. What this means, for me, is that you have developed a high degree of system mastery in your chosen game system. One of the reasons that I like to use the Marvel Super-Heroes RPG is because I have run it long enough that I know the system really well, and can run it without having to flip through books trying to find something. I'll have a few pages of notes, NPCs written out if the game is complex enough to need them in advance, and then everything else during our sessions have me make situational rulings. I will use the game's universal table to resolve things, and come up with similar resolution ideas on the fly. But to do this, you have to know the system.
  • Know your genre. This is almost as important as knowing the system that you're running. I've read comics for longer than I've played role-playing games. I have enough comic plots nearly memorized to be able to repurpose them for campaigns for years. If I don't, I can read a trade collection before a session and use the ideas in our game. Most GMs have read enough fantasy novels, or seen enough fantasy movies, to be able to do the same things. The trick is to find the things that the players don't know, so they won't think that you're just repurposing someone else's story.
  • Be able to be flexible about things. One of the basic skills of a GM is that you need to be able to learn how to spin things out on the fly. If you can't be flexible as a GM, if you can't make things up on the spot as a reaction to what the players are doing, you are going to have a hard time being a low prep GM.

This is just the tip of the iceberg, but they are a good starting point. Not everyone is going to want to be a low prep GM, but there will be those times when it will be needed and you might want to know what to do.

I have a friend who is always amazed when I run an evening's game with just some notes in my gaming Moleskine and a copy of the Fate Accelerated rules. Sometimes I'll have a brief idea of what I want to use for the setting, and other times I'll see what bits and pieces the players give up, that excites them.

Recently, on Free RPG Day, I ran a three hour session of Fate Accelerated for eight people (only about half of whom I actually knew). The idea was that the whole game would be generated on the spot, and play would roll out of what the players and I created. Fate's game creation rules are helpful for this, because they quantify a way to make up a setting at the table. I started with some prompts for the game. I wrote up a set of basic genre cues on index cards which said things like "A Space Ship Adventure…but…" The players filled in the "but…" with "all the characters are robots." We were off. For the next few minutes we outlined the details of the setting: everything took place on a sentient AI-driven biomechanical space ship, except the ship's AI was getting senile and things were slowly starting to malfunction. While the players made up their characters I put together a few other details: the ship was on a ten year exploratory tour, beaming back information to a central command that would be used later for voyages with ships that were occupied with people. The ship itself was built with planned obsolescence in mind, and the "falling apart" was planned from the beginning. Within about half an hour we were ready to go, and we played for another two and a half hours, until we got to a stopping point. The game was still left open-ended, so that if we had all so desired we could have spun it into an ongoing game.

This shows the basic concepts of low prep play in action. If this is something that you want to give a try, you now know where to start. The genre of the game, the system that you use all figure into how you do this. Now you know.
What sort of prep do you do as a GM?
 

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Maybe, but the part you quoted does not.

And I would say that if you I find me defending my actual words (as I just did) rather than something else you think that I said, then perhaps the problem is your understanding of what I was saying isn't as strong as what you think it is.
Perhaps the problem [MENTION=4937]Celebrim[/MENTION] is that you need to calm down. There is absolutely no need to be standoffish or resort to rude insinuations. None. It does not match the tone of what had previously been a friendly conversation in this thread and a fairly neutral remark on my part.

Now, I am uninterested in quoting a wall of text or responding with a wall of my own, so I quoted what appeared to be your central thesis statement about what constitutes preparation:
If your time thinking, researching, and planning actually enables you to run a session, then it is preparation.
Contextually, this quote is the last sentence in the final paragraph in which you indicate that simply learning about Roman baths for non-game purposes - as part of your general historical interests - somehow constitutes as game preparation, albeit unintended game prep. This is what I mean about your concept of what constitutes "preparation" may be too broad or redundant with being a basic human being. This understanding of "game prep" extends far beyond your counter-example of preparing for an exam. It's about being a basic human being who learns and engages with the world. It makes "game prep" into a fairly broad, if not meaningless and vague, term.
 

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Perhaps the problem [MENTION=4937]Celebrim[/MENTION] is that you need to calm down. There is absolutely no need to be standoffish or resort to rude insinuations. None. It does not match the tone of what had previously been a friendly conversation in this thread and a fairly neutral remark on my part.

Now that's just disengenious. Your opening comment in this exchange was:

"I suppose, but that also makes the term "preparation" fairly meaningless, if not redundant with being a basic human. :erm:"

You even made sure you included the emoji to make sure it was understood in what emotional sense you were making the comment.

If you decide to make that sort of drive by attack motivated by a desire to denigrate someone else's ideas open rather than honestly understand them, why are you mystified that the rebuttal is strongly worded?

And if I don't give you any emotional context, don't presume to know that I am not calm. Seriously, IRL I'm known much more as a person that never displays any emotion, and that is always overly rational, rather than as someone that flies off the handle. Your statement that I need "to calm down", is the actual rude insinuation in this discussion, and the only well-poisoning going on is what you are doing.

If you are actually uninterested in discussing this, please don't.

Contextually, this quote is the last sentence in the final paragraph in which you indicate that simply learning about Roman baths for non-game purposes - as part of your general historical interests - somehow constitutes as game preparation, albeit unintended game prep. This is what I mean about your concept of what constitutes "preparation" may be too broad or redundant with being a basic human being.

Ok, sure, I get where you are coming from. Then I still disagree.

Because this studying of the Roman baths allowed me to draw a map from memory and describe the rooms of that map from memory. The moment that I took that studying of ancient architecture and used it to create a dungeon which had a caldarium, a frigadarium, changing rooms, and all the other details that make an environment seem alive. It was a map, one of many, that is in my head and available for use. Had I not engaged in that research and study, the process of making that map would have either been impossible or taken much longer, meaning that I would have been unable to effectively improvise that map during the session. In other words, although I had no idea when I would use it, I was preparing when I put that map in my head, and that preparation had a direct impact on how the game went.

This understanding of "game prep" extends far beyond your counter-example of preparing for an exam. It's about being a basic human being who learns and engages with the world. It makes "game prep" into a fairly broad, if not meaningless and vague, term.

I don't know what you mean by the term "basic human being", but not everything I do in my life or everything that I learn ever informs any RPG I GM, much less a specific game. But, if I'm running a loosely historical game, then all the stuff I do to study the history of that era ('the middle ages', for example) does (or at least can) become preparation for running that game the moment that I use it create content for the game. I would not count my whole life as preparation to run a game, although ironically running a game became preparation to do all sorts of other things I never imagined (but that's another story).

This process of stuffing your head full of stuff is what I meant about "preparing to improvise", and preparing to improvise is a powerful way to get ready for a game. Improvisation occurs most effectively when you've already done the preparation needs to create new content in a flexible manner. It includes things like having random lists at hand, having random maps at hand, having deep understanding of the game you are running, having deep understanding of the genera you are running, and having a quiver full of unused ideas to use or reuse (with a new group). No one is really creative in a vacuum. Creativity is something that comes out of the strength of your preparation. Jazz is a musical style that encourages improvisation, but you can't actually improvise Jazz effectively without a ton of preparation. The same is true of your gaming.

If I am going to run a sea faring campaign, loosely based on the great age of sail, then I might go to the university library and check out a dozen books about ship construction and the history of the great age of sail. All of that is I think obvious preparation to play. That research and study lets me draw from memory ships of multiple classes, and even see in my head the basic outline of the rigging in case players are fighting "top side" against a young blue dragon. It lets me know what sort of professions and even what sort of characters might be aboard a ship, and so helps me imagine NPCs and create a lively life aboard a ship. The same might be true of knowing genera fiction like 'Treasure Island' or 'Master and Commander' well. I don't think you would deny that if the PCs wanted to become pirates, and I spent the next two weeks doing the above research, that it was preparation. So why do you deny that it was preparation if the PCs want to become pirates, and I've already done all that research and can immediately put that knowledge to use?
 

Calm down, please, folks. You're just discussing prep for a tabletop game. It's not supposed to get you upset.
 


Well, i just registered on the forum to comment, as it was an interesting topic. I'm new here, but I see Cerebrim handling this like an adult. Let's follow his example, move forward, and stay on topic. It's much more interesting.
 

Neither B5 nor A:TLA should be ideal goals for GMs, IMHO.

I always like to take the "worst" or cheesiest examples of a literary, cinematic or TV genre as my model, not the best. IME they tend to be far more appropriate models for an RPG campaign. And I can see how they were done and hope to do better. I'm not going to recreate Milius' Conan the Barbarian, but I can do something like Sbardellati 's Deathstalker - maybe even improve on it! :D
 
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I always like to take the "worst" or cheesiest examples of a literay, cinematic or TV genre as my model, not the best. IME they tend to be far more appropriate models for an RPG campaign. And I can see how they were done and hope to do better. I'm not going to recreate Milius' Conan the Barbarian, but I can do something like Sbardellati 's Deathstalker - maybe even improve on it! :D

And considering that some players will never take things seriously, this method saves your ego, along with your time.
 

For people that feel like they're doing low-prep and delivering good sessions, there's a question i'd like to ask that i think would be very interesting to answer:
Do you feel you can create a framework that another GM can use to reach similar levels of low prep?
If not, why not?
What sort of "framework" do you have in mind?

Recently (as in, over the past few months) I've been running sessions of Marvel Heroic RP hacked into a fantasy game (taking some tips from the Cortex Plus Hacker's Guide). My preparation for these sessions has been (i) writing up some pre-gen PCs, then (ii) writing up some opponents. I've also been ad-libbing opponents (from the Hacker's Guide, and from my MHRP books, and from general system knowledge) but some classics (eg a Crypt Thing) needed to be written up in advance.

There is no prep as far as world-building, storyline etc are concerned - the world is "vikings", and the storyline unfolds through play with the initial "hooks" provided by the players in the first session. And because MHRP/Cortex is a descriptor-based system, it's pretty easy to ad-lib situations without needing to prep them (eg when the Crypt Thing teleported the PCs deeper into the dungeon, I didn't need a map or prepared backstory - I just assigned some descriptors and we went on from there).

I'm not sure how what I've described relates to your idea of a "framework", though.
 

Now that's just disengenious. Your opening comment in this exchange was:

"I suppose, but that also makes the term "preparation" fairly meaningless, if not redundant with being a basic human. :erm:"
Sounds like you are misreading my intent with the emoji. That's fine. Mistakes happen. That was, however, no drive-by-attack. It was an off remark. Nothing stopped you from politely asking for clarification before assuming the worst and going on the attack and insulting. [MENTION=4937]Celebrim[/MENTION], there is a difference between questioning someone's ideas and denigrating them. And there is also a difference between denigrating a person's ideas and insulting them. You engaged in the latter. And I will drop this matter now.

Ok, sure, I get where you are coming from. Then I still disagree.

Because this studying of the Roman baths allowed me to draw a map from memory and describe the rooms of that map from memory. The moment that I took that studying of ancient architecture and used it to create a dungeon which had a caldarium, a frigadarium, changing rooms, and all the other details that make an environment seem alive. It was a map, one of many, that is in my head and available for use. Had I not engaged in that research and study, the process of making that map would have either been impossible or taken much longer, meaning that I would have been unable to effectively improvise that map during the session. In other words, although I had no idea when I would use it, I was preparing when I put that map in my head, and that preparation had a direct impact on how the game went.
Yes, but you are also taking the extra step to make a game map that may or may not have come in handy. But you were talking about general study of the Roman baths. The moment that you decided to make a game map, sure that constitutes game prep. But I would not say that the stuff before necessarily constitutes game prep until you had the intent to prep.

I don't know what you mean by the term "basic human being", but not everything I do in my life or everything that I learn ever informs any RPG I GM, much less a specific game.
I consider learning as part of being a basic human being. Not everything necessarily does, but learning does not necessarily apply equally in all walks of life.

So why do you deny that it was preparation if the PCs want to become pirates, and I've already done all that research and can immediately put that knowledge to use?
I would not deny it was preparation in tis case because you have indicated an intent to prepare for this campaign. That research with mind on a future campaign would be intent. I'm questioning your unintended prep, such as with the Roman bath houses where you say that it came in handy though you had not originally intended to make a map out of it. These are separate scenarios.

I always like to take the "worst" or cheesiest examples of a literay, cinematic or TV genre as my model, not the best. IME they tend to be far more appropriate models for an RPG campaign. And I can see how they were done and hope to do better. I'm not going to recreate Milius' Conan the Barbarian, but I can do something like Sbardellati 's Deathstalker - maybe even improve on it! :D
I find that kids' shows and cartoons are fantastic sources of inspiration. They may be ridiculous and cheesy, but a lot of the basic tropes are there in digestible chunks with some clear MacGuffins and story goals: e.g. collect the lost 13 Treasures of Rul to save the world of Mer from being consumed by Dark Water.
 

I find that kids' shows and cartoons are fantastic sources of inspiration. They may be ridiculous and cheesy, but a lot of the basic tropes are there in digestible chunks with some clear MacGuffins and story goals: e.g. collect the lost 13 Treasures of Rul to save the world of Mer from being consumed by Dark Water.

Yes, you make a good point about 'digestible chunks'. Really skilled authors & directors tend to obscure tropes, and/or they are themselves the originators of new tropes. Seeing how others handle the basic tropes in a simple manner is very useful for me.
 

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