How to write good GM notes

pjrake

Explorer
The best GMs travel through this board so what better place than to post this question to all of you: How do you write good GM notes? In other words, what do you use to keep track of your game notes. Here's a list of choices one can expand on:

1. What do you use to keep your notes organized (laptop, notebook, index cards, loose sheets of paper, etc.)

2. What method is best to use DURING game session? In other words, what's the easiest and fastest way to look over notes during the game?

3. Do you have examples of your game session (practical, actual game session notes)?

PJ
 

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My strategy for keeping notes is as follows:

1. Scrawl everything important that happens during a session on a pad of paper.
2. Type relevant portions of it into campaign spreadsheets I maintain such as lists of named NPCs and dates after the end of the session.
3. Three-hole punch the original notes and place them in my gaming binder after the pre-written session notes I print off for myself before gaming.
4. Periodically update my copies of the spreadsheets and other documents I keep in my campaign structure binder (separate from my episodes binder).
 

1. Having a notebook is a must, for me. I keep all my notes in there, so that I don't loose them - the probability is higher when I keep them on loose sheets of paper. However, when I am game mastering, I find it is easier for me to keep the notes (that I copied from my notebook just before the game) on sheets of paper. This is much simpler to handle with all the dice, coffee cup, rulebooks, pipe & ashtray (I am a pipe smoker, but don't smoke at the table if the players don't like it - just a question of curtesy), maps behind my DM Screen.

The main thing I think is to keep notes as ... notes. Not write everything down. Just describe the key factors on your sheets. Organize them with arrows, points by points, and/or as a flowshart. Keep things understandable by a quick look behind the screen, and loose enough so that you can remain spontaneous when game mastering (a key for dynamism when DMing, IME).

2. Keep loose sheets written only on one side. You just have to shuffle through your notes, and not turn them over/manipulate them to no end.

3. I might find some or keep some next time I run a game. Why?
 

Hey PJ, I'm going to answer your question about how to handle notes DURING the game. Fyi, we don't use a computer when we game, and we have a closed book policy, meaning no rulebooks are consulted during the game.

Before the game I set up 3 piles...

The left pile is Leftovers -- Anything from the last adventure(s) that seems like it could still be pertinent. In general, this pile becomes the largest. My players have suggested that I observe a closed-book policy during play with regard to my leftovers pile because on several occasions it has taken me too long to look up an old bit of info.
The middle pile is Currency -- Anything that I've created just for the CURRENT session. This always includes a flowchart of likely plots, along with anything new (rules, spells, NPCs, settings, etc).
The right pile is Broadcasts -- Anything having to do with the future. This includes things the PCs might find out through detective work or divination, or anything I want to foreshadow. In rare cases, clever/unexpected player actions move material from this pile to the currency pile.
 

1. I use a laptop to keep my notes organized (creating folders, subfolders, etc.)

2. During the game I keep scratch paper handy if anything important happens. I also audiotape each game and, later, I will go through the audiotape and summurize it on my laptop so that I can use them for future games.

3. I post the summaries on our website.
 

Hi PJ,

Two weekends ago, I DMed for the first time in about a year. It involved a lot of preparation but this is pretty much how it went.

- I have had the Banewarrens module since it came out. I've read it cover to cover several times during this period. While most adventures don't need this sort of attention, The Banewarrens is slightly different I feel.

- Plan out what you think would be the most you could get through in a game session. This will normally be twice as much as what you actually do get through but all to the good.

- By planning out, I did the following:

* Wrote all NPCs onto initiative cards using the new DMGII format. This took some work but I had to update the module to 3.5 rules anyway. Some NPC's had interesting abilities so I made sure I wrote some quick notes on these cards too. I highlighted certain things I did not want to forget that I thought might come into play.

* I then split everything up into sections, photocopying the module notes and organising and putting into three separate folders. I organised everything into three sections - as per the module. It begins (the initial combat and aftermath), The meandering passage (including the manor house) as well as the outer vaults.

* We use miniatures (several of our group have extensive collections although Eddie with over 2500 of the D&D miniatures deserves special mention - go Eddie :cool: ). I went over to his place and got miniatures for all the NPC's and organised them into boxes as per the above three sections.

* I then printed onto card the maps room by room, section by section using adobe illustrator. This saved so much time on the game day and rapidly increased the flow. Because of this, I almost got through everything I had planned. Being able to place these pieces on the battlemap and thus be able to focus on the game rather than drawing the map correctly helped keep my attention where it should be.

* I did a lot of pre-rolling for certain skill checks. I did knowledge checks for everything I could imagine characters asking about. I then wrote this down in word and boxed them, ready to be handed out where appropriate. I also pre-rolled all search and disable device checks given a standard check. In terms of reduced metagaming and encouraging party interaction, this was excellent. Normally, filling in people with such information is tedious and you can easily forget certain information when doing it on the run. Again, it allowed me to focus on what I needed to - the actual game and responding to what everyone was doing.

* The initiative cards for combat were excellent. By having all the information on the cards, I could move around and not stay glued behind the DM screen to my other notes. Knowing how certain NPC's would think allowed me to make realistic decisions for them. The pre-written notes on these initiative cards also helped. I did the same thing for the players (they each had an intiative card too). I simply asked them to roll initiative and write it in the box provided. I pre-rolled the NPC's initiative and had the cards already in order so I could just slot the PC's initiative cards in.

* With particular NPC's that they were interacting with, I had several key questions and statements for each. I did not read these out, but having them there allowed me to make sure I covered these points when roleplaying them.

And this is pretty much how I did it. I also have one of the players who likes to keep a character log - bonus xp :D . Comparing the log to my notes is fascinating stuff.

I've thought of doing another Story Hour that oscillates between my normal prose and the actual DM notes that I made. You may find it interesting if I eventually get around to doing it. However, my focus has been on my other story hour which I'm trying my hardest to update first. It takes a lot of creative energy though. Too many things to do, not enough time. :)

Best Regards
Herremann the Wise
 

Palm Pilot with PalmWiki. Cross-linked documents and a search engine make life soooo much better. I can quickly add little notes with easily forgotten bits of information (most commonly names and races) during the game. It has a die roller if I need one while up on my feet and I could use PCGenView if I didn't have a luddite's approach to combat.

I use a typical legal pad for my combat notes with generally 1 page dedicated to each encounter. I turn the normal stat block into a horizontal layout (hp, name, init, move, ac, touch, flat-footed, grapple, attack sequences, damages, face/reach, saves) with stats and specials on subsequent lines. With HP in the margin I can tick it off during the game painlessly.

Afterwards I have a Yahoo! group that I post recaps for longer storage. I post scans of my maps to Y! for future reference and make the players post their character sheets there.
 

I have a form designed by one of my players (hwoolsey on here). It helps me track initiative, treasure, and effects. I often jot all of my notes on it as well. I take this crib sheet home and type notes up on my computer - I use a lot of flow charts for plotting and reactions to the PCs' actions.
 

Herremann the Wise said:
Two weekends ago, I DMed for the first time in about a year. It involved a lot of preparation but this is pretty much how it went.
**SNIP**
Best Regards
Herremann the Wise
WOW.

That was fascinating to read. That must take HOURS of prep, which I'm 1) jealous of and 2) not sure if I *want* to invest that much time into.

I enjoyed reading this....thanks!
 

From Wulf's Laws of Gamemastering:

When preparing ahead of time, if you don't think you've prepared enough, you're right; you'll be unprepared.

When you feel you've prepared just barely enough, you'll have twice as much ready as you need.
 

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