Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Lego Sandbox vs Open Sandbox (and other sandbox discussion)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AlViking" data-source="post: 9671699" data-attributes="member: 6906980"><p>A lot of my prep comes early on when we decide what kind of campaign we're going to run. I have a homebrew world I've used for a long time, so I can start a campaign in a wide variety of locations with different thematic elements. When we decide the broad outline of the starting campaign I pick a spot on the map, look up notes from previous campaigns if any, fill in details. Then I'll create a handful of factions and NPCs with a mix of helpful, adversary and neutral that will be relevant at the start of the campaign. I also generate random lists, NPCs, store names and so on, a chart that breaks down the different species that inhabit the city so when I come up with an NPC I can randomize it.</p><p></p><p>From there I can create hooks and options for the players to pursue. Once they choose an option they typically follow it for a session or three and at the end of that arc or between sessions they'll decide what they want to do next. There's always going to be some obvious options, things that I dropped hints about during the game or rumors that they pick up on. They can always add their own goals.</p><p></p><p>By having an idea where they're going next I can plan ahead, come up with who's involved, how and why. Most of my notes are on background of what's really going on, what important NPCs know and what their goals and attitudes are, that kind of thing. Since I run a living world I'll take into consideration things the characters have done in the past and if their reputation or previous connections make a difference.</p><p></p><p>The last thing I do is crack open DndBeyond and start looking for monsters and NPCs that would make sense for combat encounters. My encounter planning is minimal, typically a sentence or two if that and a list of monsters and how many there are. Most of the time I include something like there will be 4 bandits if I want a medium encounter or 6 for a hard encounter. I will also include a couple extra encounters of things they could come across when they go in an unanticipated direction, something they do on a regular basis.</p><p></p><p>When running the game most of what happens is improv. I don't usually do detailed maps, I don't really care how they approach the encounters, whether they fight NPC X or make them an ally. I don't have preplanned goals or any idea of what they must accomplish, just their starting goal and what potential obstacles and aids there are. The rest is up to them.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9671699, member: 6906980"] A lot of my prep comes early on when we decide what kind of campaign we're going to run. I have a homebrew world I've used for a long time, so I can start a campaign in a wide variety of locations with different thematic elements. When we decide the broad outline of the starting campaign I pick a spot on the map, look up notes from previous campaigns if any, fill in details. Then I'll create a handful of factions and NPCs with a mix of helpful, adversary and neutral that will be relevant at the start of the campaign. I also generate random lists, NPCs, store names and so on, a chart that breaks down the different species that inhabit the city so when I come up with an NPC I can randomize it. From there I can create hooks and options for the players to pursue. Once they choose an option they typically follow it for a session or three and at the end of that arc or between sessions they'll decide what they want to do next. There's always going to be some obvious options, things that I dropped hints about during the game or rumors that they pick up on. They can always add their own goals. By having an idea where they're going next I can plan ahead, come up with who's involved, how and why. Most of my notes are on background of what's really going on, what important NPCs know and what their goals and attitudes are, that kind of thing. Since I run a living world I'll take into consideration things the characters have done in the past and if their reputation or previous connections make a difference. The last thing I do is crack open DndBeyond and start looking for monsters and NPCs that would make sense for combat encounters. My encounter planning is minimal, typically a sentence or two if that and a list of monsters and how many there are. Most of the time I include something like there will be 4 bandits if I want a medium encounter or 6 for a hard encounter. I will also include a couple extra encounters of things they could come across when they go in an unanticipated direction, something they do on a regular basis. When running the game most of what happens is improv. I don't usually do detailed maps, I don't really care how they approach the encounters, whether they fight NPC X or make them an ally. I don't have preplanned goals or any idea of what they must accomplish, just their starting goal and what potential obstacles and aids there are. The rest is up to them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Lego Sandbox vs Open Sandbox (and other sandbox discussion)
Top