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<blockquote data-quote="woonga" data-source="post: 7081957" data-attributes="member: 6873789"><p>I made a "custom" DM screen that's one of those cardboard tri-folds, some binder clips, and sticky notes. Prior to a session, I'll write out most of the relevant info I expect to need on sticky notes and put it on the tri-fold for quick reference. Of course the players go off the rails 10 minutes into the session and I only end up using a few of the notes, but it's there for next time!</p><p></p><p>I organize it like this-</p><p><strong>Left-side:</strong> </p><ul> <li data-xf-list-type="ul">NPCs and items. Includes stat blocks, descriptions, any good quotes/traits that have popped into my head to trigger roleplaying the NPCs.</li> </ul><p><strong>Middle: </strong></p><ul> <li data-xf-list-type="ul">List of skills w/ associated ability (coming from playing pathfinder, I still get the skills goofed up so prefer to have this for quick reference); </li> <li data-xf-list-type="ul">PC cards (includes their initiative bonus, AC, passive perception, what they get on a long/short rest, and any backstory info that is likely tie into the current/upcoming sessions)</li> </ul><p></p><p><strong>Right side:</strong> </p><ul> <li data-xf-list-type="ul">Pre-rolled monster initiative (I roll out ~50 before a session and just go down the list when an encounter comes up so I'm not wasting time on extra tracking); </li> <li data-xf-list-type="ul">Monster stat blocks- I write these on post its and include HP, AC, attack bonus, ability scores, and any attacks/skills/spells they get.</li> </ul><p></p><p>This gives me pretty much everything I need for immediate reference during the game without having to use a tablet or laptop. I prefer taking the ~1 hour before a session to write these things out, since it helps jog my memory, get some inspiration for the upcoming game, and makes it easier to respond to things on the fly without digging through an app or spreadsheet. Since everything is on post-its, I can also just re-use or re-organize between sessions as needed.</p><p></p><p>Something else that I've found has worked great is covering our play table in a roll of butcher paper and tossing a bunch of markers out for my players use. I have a large group (7-8), and while we use minis (mostly because I like painting them and it gives me a good excuse), most of our game is theater of the mind. As I describe the environment, my players are sketching away creating a collaborative map on the fly based on the descriptions. This is cool for a few reasons. First, it means that my descriptions have to be on point! I get to know in real time if I'm describing clearly what I'm imagining when I create the encounters. But even better is when they start interpreting the environment in a way that's different (and lots of times better!) than I planned. I can see how they are picturing it as they draw it out, and run with that. Sometimes I may step in and make a correction if it's something absolutely crucial to the encounter, but usually I just roll with how they are interpreting the description and it ends up leading to great encounters. It also ends up saving me lots of time not needing to draw out maps since we aren't using the grid anyway, and only relative positioning ends up being important for our combats.</p><p></p><p>Bonus with this is it gives the players the ability to note-take and doodle during the game. We end up with really great documentation of the session (often full comics of all the nonsense the party gets up to), and will send it around between sessions for people to see.</p></blockquote><p></p>
[QUOTE="woonga, post: 7081957, member: 6873789"] I made a "custom" DM screen that's one of those cardboard tri-folds, some binder clips, and sticky notes. Prior to a session, I'll write out most of the relevant info I expect to need on sticky notes and put it on the tri-fold for quick reference. Of course the players go off the rails 10 minutes into the session and I only end up using a few of the notes, but it's there for next time! I organize it like this- [B]Left-side:[/B] [LIST] [*]NPCs and items. Includes stat blocks, descriptions, any good quotes/traits that have popped into my head to trigger roleplaying the NPCs. [/LIST] [B]Middle: [/B] [LIST] [*]List of skills w/ associated ability (coming from playing pathfinder, I still get the skills goofed up so prefer to have this for quick reference); [*]PC cards (includes their initiative bonus, AC, passive perception, what they get on a long/short rest, and any backstory info that is likely tie into the current/upcoming sessions) [/LIST] [B]Right side:[/B] [LIST] [*]Pre-rolled monster initiative (I roll out ~50 before a session and just go down the list when an encounter comes up so I'm not wasting time on extra tracking); [*]Monster stat blocks- I write these on post its and include HP, AC, attack bonus, ability scores, and any attacks/skills/spells they get. [/LIST] This gives me pretty much everything I need for immediate reference during the game without having to use a tablet or laptop. I prefer taking the ~1 hour before a session to write these things out, since it helps jog my memory, get some inspiration for the upcoming game, and makes it easier to respond to things on the fly without digging through an app or spreadsheet. Since everything is on post-its, I can also just re-use or re-organize between sessions as needed. Something else that I've found has worked great is covering our play table in a roll of butcher paper and tossing a bunch of markers out for my players use. I have a large group (7-8), and while we use minis (mostly because I like painting them and it gives me a good excuse), most of our game is theater of the mind. As I describe the environment, my players are sketching away creating a collaborative map on the fly based on the descriptions. This is cool for a few reasons. First, it means that my descriptions have to be on point! I get to know in real time if I'm describing clearly what I'm imagining when I create the encounters. But even better is when they start interpreting the environment in a way that's different (and lots of times better!) than I planned. I can see how they are picturing it as they draw it out, and run with that. Sometimes I may step in and make a correction if it's something absolutely crucial to the encounter, but usually I just roll with how they are interpreting the description and it ends up leading to great encounters. It also ends up saving me lots of time not needing to draw out maps since we aren't using the grid anyway, and only relative positioning ends up being important for our combats. Bonus with this is it gives the players the ability to note-take and doodle during the game. We end up with really great documentation of the session (often full comics of all the nonsense the party gets up to), and will send it around between sessions for people to see. [/QUOTE]
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