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Let's talk about "plot", "story", and "play to find out."
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<blockquote data-quote="Fenris-77" data-source="post: 9845305" data-attributes="member: 6993955"><p>I design and publish my own stuff, so to some extent the answer here comes from that experience as well as prep I do for my own personal games.</p><p></p><p>I think, in short, that the answer is gameable material. Any prep I do that isn't immediately useful at the table is probably a waste of my time. A caveat, there's nothing wrong with short histories of X if it will help you contextualize that thing when you deploy it in play. Generally though, I don't really do history, or anything more than just enough historical type prep. Even my published setting is short on chunks of history and long on cool evocative details that serve to build out the setting.</p><p></p><p>So for my own games I focus on factions, NPCs, monsters and what some games call moments (little evocative bits that help maintain feel or theme or whatever). I like to draw little mind maps to show possible connections between elements (both new and previously introduced). All of this is focused on being able to describe stuff as evocatively as possible at the table while keeping the elements integral to the established setting logic.</p><p></p><p>Obviously exactly what I focus on really depends on the system, the events of previous sessions, and whatever analog to adventure fronts are in play. So basically, cool stuff that seems likely to actually see the table in this session. I really like a good NPC because they are information bearers and they are portable in a way that a location isn't without quantum assistance.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 9845305, member: 6993955"] I design and publish my own stuff, so to some extent the answer here comes from that experience as well as prep I do for my own personal games. I think, in short, that the answer is gameable material. Any prep I do that isn't immediately useful at the table is probably a waste of my time. A caveat, there's nothing wrong with short histories of X if it will help you contextualize that thing when you deploy it in play. Generally though, I don't really do history, or anything more than just enough historical type prep. Even my published setting is short on chunks of history and long on cool evocative details that serve to build out the setting. So for my own games I focus on factions, NPCs, monsters and what some games call moments (little evocative bits that help maintain feel or theme or whatever). I like to draw little mind maps to show possible connections between elements (both new and previously introduced). All of this is focused on being able to describe stuff as evocatively as possible at the table while keeping the elements integral to the established setting logic. Obviously exactly what I focus on really depends on the system, the events of previous sessions, and whatever analog to adventure fronts are in play. So basically, cool stuff that seems likely to actually see the table in this session. I really like a good NPC because they are information bearers and they are portable in a way that a location isn't without quantum assistance. [/QUOTE]
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