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Not enjoying the urban adventure I'm running
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<blockquote data-quote="Imaculata" data-source="post: 7968990" data-attributes="member: 6801286"><p>When I prep for a session, I basically create an overview for myself of how everything ties together, and how one thing <em>may</em> lead to another. For example, in the afore mentioned example of an evil from the forest attacking the local lumberjacks, I of course know who or what is doing the attacks and why. But I have not written <em>how</em> the players are supposed to solve this situation. Instead, I write down the motivations of all the parties involved, and where the players <em>may</em> find clues to unravel this mystery. However, I make no presumptions what solution the players may pursue, <u>or if they will solve it at all</u>.</p><p></p><p>For some plots, I may prepare for an action scene that is <em>likely</em> to occur, so that I have everything ready for the event that it happens. I'll prepare statistics for the characters involved in it, and make sure I have a map ready if I expect to need one. Especially if I expect combat to happen at a location, I'll create a detailed map of that location in case I need it. But perhaps the players use their skills of diplomacy to avoid combat entirely. I don't know. So I'll also make sure that I prep the skills for the characters involved in this plot, so that I know what to roll for them. I rarely make stats up on the spot, because that doesn't feel entirely fair to me.</p><p></p><p>Most importantly though, my prep work is but a framework that the players interact with. I make no presumptions about the outcome, but I do make predictions. It is a safe assumption that the players may call upon local authorities if they are in a city. So having generic stats ready for city guards is a useful thing to prep.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7968990, member: 6801286"] When I prep for a session, I basically create an overview for myself of how everything ties together, and how one thing [I]may[/I] lead to another. For example, in the afore mentioned example of an evil from the forest attacking the local lumberjacks, I of course know who or what is doing the attacks and why. But I have not written [I]how[/I] the players are supposed to solve this situation. Instead, I write down the motivations of all the parties involved, and where the players [I]may[/I] find clues to unravel this mystery. However, I make no presumptions what solution the players may pursue, [U]or if they will solve it at all[/U]. For some plots, I may prepare for an action scene that is [I]likely[/I] to occur, so that I have everything ready for the event that it happens. I'll prepare statistics for the characters involved in it, and make sure I have a map ready if I expect to need one. Especially if I expect combat to happen at a location, I'll create a detailed map of that location in case I need it. But perhaps the players use their skills of diplomacy to avoid combat entirely. I don't know. So I'll also make sure that I prep the skills for the characters involved in this plot, so that I know what to roll for them. I rarely make stats up on the spot, because that doesn't feel entirely fair to me. Most importantly though, my prep work is but a framework that the players interact with. I make no presumptions about the outcome, but I do make predictions. It is a safe assumption that the players may call upon local authorities if they are in a city. So having generic stats ready for city guards is a useful thing to prep. [/QUOTE]
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