Off the Cuff and On the Fly

NewLifeForm

First Post
This is one for the GMs:

How much of your game is ad-lib?

Do you meticulously work out the tacticals of every encounter? Are you an "off the top of your head" type GM, making everything up as you go along? Something in between? Tell us about it...

As for me, most people don't believe me but I ad-lib about 75% of all my campaigns and adventures. I have a loose-leaf binder with creatures, characters, maps, names and ideas and then then reference them as needed. I usually have a general story idea going in, and then I just go where the PCs take me.

I developed this style over a very long period of time (though I always believe I'm still working on it), with the majority of my practice coming from my high school and college days.

One time we were playing a SF RPG and the PCs were pinned down by laser gun fire. The objective of the adventure had not yet been completed. One of the player's decides his PC is going to call back to his ship and have it pick up the party. After a really big, exciting battle, the spaceship zooms into space. The party decides to leave the planet.

GM(Me): Er...but...you didn't find the proof you needed to stop the bad guy.
Player 1: We were out numbered and out gunned. We're leaving.
GM: Ok...where are you going?
Player 1: Doesn't matter. Anywhere. Other side of the Galaxy.
GM: I see...and then lay low and plan what to do next. That kind of thing.
Whole Party: Right. Yes. Exactly.
GM: Good idea. No problem. Head out!

Long, quite pause...

Player 1: So...where do we go?
Whole party:Umm. Don't know. Er...
Player 1: Let me see a star map or a list of planets the computer can generate. Whatever is the furthest we can go on the fuel we have.
GM: Here you go. Knock yourself out.
Player 1: (Picks one at random or because he likes the name) Here! This one!
GM: Your sure. You need to plot a hyperspace jump route.
Player 2: I check with the computer and make sure it's habitable. If so, we jump.
GM: Looks A-OK.
Player 1: (Smiles an evil grin and looks at me) You have no idea what to do next do you?
GM: (No expression at all). Of course I do. Do you?
Whole Party: Gulps and looks of terror.

:]

NewLifeForm
"Mostly harmless"
 

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When I was running a game on Sunday, about 25% written down, 25% more just in my head but basically worked out, and the remaining adlibbed as we went along.

We switched to playing on Friday night. I never get around to working on the game a week ahead of time on the weekend, so now about 10% is written down, 20% more is in my head and I'm doing a lot of adlibbing. I really do need to spend more time. My game is actually suffering a little, I think, because I should be planning more.
 

I'm notorous for not being ready for a session. Ever.

Normally I'm very meticulous, with the first half of the adventure planned out, conversations thought up, notes about NPCs and locations. Much more than I could use. Then the second half of the session will have to be completely made up because I do things like post on message boards about how on the fly I write adventures instead of working on how the PCs are supposed to break into the Asylum in Sigil. *cough*

Once I ran an entire session on the fly. I told the players I was ready when I actually had nothing at all. We did a few hours of roleplaying and the PCs getting ready, then they headed out to a dungeon that didn't exist and proceded to explore it. They found an ancient ruin underneath the city with cultists living there which spiraled into a huge focus of the campaign.

Good stuff. :)
 

Yes. If you are going to be doing things on the fly, there are couple little tricks to try. Never say "um" or "I guess that...". Be aware of things your players would know, like a simple map of the region, and have that ready. Or, you can always "copy" a simple map from your notes even if you don't have it. Which leads to my next big point. The players don't know you are looking at a blank sheet of paper! Especially for things they have no right to look at. The bad guy? He has around an 18 AC, maybe 35 hit points. How about a flail with +5 to hit? Just make sure to describe thing and occasionally refer to your "notes".

You will be rewarded when your players will start believing that everything in the world is statted and described. Of course, that is a curse as well.
 

I would say that a good 30% of my material is pre planned, the rest is ad libbed.

I usually come up with an adventure synopsis, so I have an idea of where I want to go with a session. I will write up my major NPC, and pre generate treasure. The rest is off the top of my head.
 

Abstraction said:
Just make sure to describe thing and occasionally refer to your "notes".

[Riff]Let me check my notes.[/Riff]

Couldn't resist. Sluggy reference. Worship the comic.

Improving cannot be taught. It must be learned through experience. At least, in my experience. :p If anyone isn't that good at it, try it a little bit at a time until you get the hang of it. Maybe just an inn with a few NPCs at first. Some of my better stuff is improv, becuase I don't have to think back to how its supposed to be, it just is.
 


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