How much do you prepare your adventures, and how good is your "improvisation?"

EP said:
This is why drama class in high school is sooo important for any aspiring GM, especially a class that has improv. Personally, I'm a big fan of improv already, and improv GMing is the next best thing (or the best, depending on how the game goes).

Something else that I have found to work very well, but is obviously less accessible to most DMs than drama classes or the like, is teaching. I DM better because I teach, and actually also find that I teach better because I DM. That ties into the fact that, as noted by multiple people above, experience helps with improvisation.

Personally, I do a lot of improvisation in my DMing. My prep for a game usually consists of putting together stat blocks and a couple of general events and possible NPC interactions (which I'll usually sketch in very broad strokes and mostly in my head). I'll fill in the details for everything during the game itself. My DMing style also requires more improv on my part, since I have made it very clear to the players that they can do whatever the heck they want in the game (short of PCs killing other PCs, which is a no-no for me) and I also run a mostly city-based (Sharn) Eberron campaign, so the PCs can and do often head off into territory that I haven't prepped for the game.

I'm pretty good at the improvisation now, due to all of the above, and have found that my players often can't work out when I'm running something totally off-the-cuff or it's something that I have very carefully planned for. To me, that's the best sign of improvisation which is working.
 

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Vartan said:
What are your experiences with preparation, and with "off-the-cuff" DMing? What are some good tricks for both game styles?

My "prep" such as it is, is mostly just keeping a firm understanding of how my setting reacts to PC action. That's all.

I make lists of names of important NPC's, keep in mind what those "mover and shakers" are trying to accomplish, and give thought to what will happen if the PC's do nothing and--conversely--what will happen if they interfere.

And that's pretty much it., There is not a lot of Dungeoneering in my games, but if I need one I can just grab any of the million DCC modules I have and slot it in.

Otherwise, I find that prep limits me.
 

My DM Credo:

Constant Preperation for Consistent Improvisation.

We are talking about a Game based on the Consensus to 3-8 Indviduals, based on Rules mandating the Heavy use of Random Die rolls.

It really looks like I've got a Massive, multi-leveling spanning Campaign.

It looks like I've got dozens of seemingly Random Encouters that suddenly all fit together.

The simple truth is:

I wing it 100% of the Time.

Sure I have a General Idea (or Six) of what Direction I want the Party to head, but I let them take the lead & Tie what needs to be tied together as it happens.

It doesn't seem random, even though it is.

Its Herding Cats.

You can't herd cats. However, if you can make them all decide to go the same direction, you look like a genius.

The game is all about Random Outcomes, preperation is useless.

However, Knowledge is important. Know the Rules. Or at least know the rules good enough to look it up quickly or make a logical DM Call.

Know your players. Both the Character & the Player. Knowing the Player tells you what the are likely to do in a situation. Knowing their Character tells you what the player can likely accomplish in a situation.

I guess I spend 30-50 Hours a week "Preparing" for a game session. Movies, Books, News; Phone calls, Fliping through Monster Manuals. Heck, Names I notice in the phone book.

I constantly pick up bits & pieces that help me run games.

A good DM knows People. He knows the rules. He (or she) is really good at manipulating the situation in a way he desires, yet the palyers thinking it was their idea.


Sort of like Emperor Palpatine
 

In D&D 3.5, I have to prepare a great deal in advance unless I'm using modules (in which case I just have to read them). D&D doesn't lend itself well to statting up NPCs on the fly and this, in turn, makes 'winging' NPC encounters impractical. I'm completely comfortable with running games like D6 Fantasy with little or no prep, though, as statting up characters is very, very, simple.
 

ivocaliban said:
I compare it to cooking. I don't necessarily need a recipe, but I do like to have all my ingredients and supplies in front of me before I begin. (snip more good stuff)

That to me is a perfect analogy.

I write up extensive campaign notes beforehand (a la the adventure path outlines from Dungeon) so that I know how everything fits together and have a list of sites and NPCs. The first session gets more prep than the rest. Other than that, my preparation is a matter of organising stat blocks and maps. I can't map to save my life so I am constantly raiding Dungeon magazines, 0One "blue" maps (my favourite products!), published adventures and online sources for maps. I generally do my own stat blocks because I like them to be correct.

I also prepare a few major set-piece encounters (rather like boss fights in computer games) which both the players and I particularly enjoy. Altogether, that's pretty much all I need to run a year-long campaign from 1st to 20th level.
 

I tend to run big, complicated pre-published campaigns into which I like to weave one core plot thread for each PC. At the moment it's the Dragonlance Key of Destiny trio. If I tried running that without major prep it would simply be a superficial slog from one dungeon to the next... if you're trying to evoke the feel of the setting, as well as invest the PC's in the proceedings and implant them on Krynn, you can't really get away with it.

My d20M campaign is all my own work so the prep time is ridiculous to the point it's hurting the campaign. Unfortunately there's a severe lack of relevant material out there to help me.

My next D&D campaign will be more of a sandbox, in my own homebrew. That'll give the freedom to pull adventures off the shelf or write my own stuff as needed. Can't wait. :)
 

When I started DM-ing games properly (as opposed to creating deathtrap T&T dungeons 3 levels long which killed half the party in the first chamber), I tended to write down everything - bartenders' names, the colours of the raiding parties' horses, stats for NPC's the party wouldn't ever meet - "just in case" I needed them - then the details would be there.

As I grew in confidence, I relaxed a bit and was able to "wing" it a little - for example, the infamous session where the friendly copper dragon helped the PC's exterminate a group of dwarven bandits ( I think I might have been ill that evening).

With the advent of 3.x, I find that module prep time is an issue. Whilst I can put together small encounters easily (stat blocks for enemies can be put together on HeroForge or MonsterForge fairly quickly), I need to use published adventures more and more as the basis for my campiagns. Of course, having a job, a long commute, and two small children doesn't aid creativity

That's not to say I can't wing it, however. Last week's session had a fair bit of improv, as the PC's got invited to join a Guild Parade, became inducted into a Guild in return for helping them out, were invited to a major City feast (and got another bit of Plot Background fed to them in return), enjoyed a raucous night in the tavern and picked up some info on a group gaining influence in the shanty town outside the City Walls.

It was all role-playing - no combat - all improvised by myself and a thoroughly enjoyable evening was had by all.
 

I usually create adventures while at work. I work in a factory that makes auto seals. It doesn't require much thinking. So I can dwell on gaming ideas to my heart's content. I will often write down "bullet points" while at work. Once I get home I write out encounters, NPC stats and treasure items. Other than that it is just in my head...
 

My prep time consists mainly of updating the material I already have on hand based off the actions of the PCs from the previous session.

I pretty much update:
- major consequences and how these affect other NPCs' actions (and their affects on still others).
- Maps, NPC/monster stats, resource lists, etc.
- The PCs' stats
- Altering the potential future timelines to include consequences
- Creating whatever areas are now in reach that weren't before

And for fun, when I have time, I expand the world and make up cool stuff. This includes:
- Read published adventures or design them, including the maps, people, items, and other stuff in the world. This pretty much means a page or two of edits for a published adventure. A good bit more for a homebrew adventure.
- Dreaming up cool stuff to stick in the world. Everything from neat magic and magic items to twisted plots and character personalities. Anything you normally think of as cool in RPGs. The good ones tend to scream adventure even without NPC plots and backgrounds.
 

I've always had a personal fondness for winging it. Probably why I prefer pre-3rd ED D&D.

One of the most enjoyable games I've ever DMed was one in which I gave the players a very general starting point and then basically let them determine the path. It was a hell of a good time.
 

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