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How much material do you normally prepare?
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<blockquote data-quote="ergeheilalt" data-source="post: 196301" data-attributes="member: 3460"><p>When I go to game face to face I always have a number of things</p><p></p><p>1. An adventure w/map that encompasses 10 pages with the stat blocks for monsters, treasures. and relevant DCs for skill checks. I will even write down the "theoretical" CR of the encounter (which may change depending on the actions taken by the party).</p><p>2. If there is going to be any traveling (land or sea) I will also create an encounter table.</p><p>3. At least three good NPCs with decent backgrounds. I prefer that they all have different alignments (Good, neutral, evil normally). If worst comes to worst, the Good NPC can be introduced to save the party or the evil NPC can aid the dungeon denizens. The neutral guy will go either way depending on the situation.</p><p>4. Plenty of scratch paper</p><p>5. A good idea is a phone book .... there is one instant name generator.</p><p>6. If there is going to be a big plot change involving campaign history I make sure to reread the stuff I've introduced and write in any empty holes. This can halt confusion and makes for a more interesting story if you can pull in history, NPCs, previous adventures, etc.</p><p></p><p>As always, there is an element of winging it. I wing it about 20%, otherwise my adventures are all planned out.</p></blockquote><p></p>
[QUOTE="ergeheilalt, post: 196301, member: 3460"] When I go to game face to face I always have a number of things 1. An adventure w/map that encompasses 10 pages with the stat blocks for monsters, treasures. and relevant DCs for skill checks. I will even write down the "theoretical" CR of the encounter (which may change depending on the actions taken by the party). 2. If there is going to be any traveling (land or sea) I will also create an encounter table. 3. At least three good NPCs with decent backgrounds. I prefer that they all have different alignments (Good, neutral, evil normally). If worst comes to worst, the Good NPC can be introduced to save the party or the evil NPC can aid the dungeon denizens. The neutral guy will go either way depending on the situation. 4. Plenty of scratch paper 5. A good idea is a phone book .... there is one instant name generator. 6. If there is going to be a big plot change involving campaign history I make sure to reread the stuff I've introduced and write in any empty holes. This can halt confusion and makes for a more interesting story if you can pull in history, NPCs, previous adventures, etc. As always, there is an element of winging it. I wing it about 20%, otherwise my adventures are all planned out. [/QUOTE]
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