On the fly or planned out?

Do you plan your adventures or do it on the fly?

  • Plan. It must be planned from start to finish

    Votes: 39 18.1%
  • On the fly baby! I just go with the flow.

    Votes: 16 7.4%
  • A little of both really.

    Votes: 161 74.5%


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Morrus said:
I often listen to player conversations and steal the ideas I like!
That's the great thing when improvising. Like that, we can really come up with great ideas.

I did run a whle D&D campaign that was almost completely improvised. However, I was thinking about the adventure before the gaming session, so I came to the session without note but some generic ideas in my head. Also, I always had some pregenerated stats for NPCs, so I didn't improvised them. On the other hand I once improvised the stats of a monster, and it was a great thing. No need to bother for CR!! Yet I won't do that anymore. I will use published adventures for my next campaigns, and will only improvise side things.
 

I often have no idea what I'm going to be doing even as the session starts.

Honestly, I have no idea how this is possible. What about NPC stats or maps and stuff like that? So you show up to each session with a blank page in front of you? Do you have any kind of campaign plot or outline or is it just a free-for-all?

As a player, I like the DM to have some idea of what's going to happen but at the same time, not freak out or rail-road the players if we don't do exactly what he wants. I've been in groups though where everyone show up and sits down and says to the players: "What do you do?" and then just sit and wait while we stare at each other. That's not very fun IMO.

Part of DM'ing is throwing curveballs at the players and seeing how they respond. At least that's what makes DM'ing fun for me.
 

I will use published adventures for my next campaigns, and will only improvise side things.

I'm running the Dungeon Adventure Path right now and it's a lot less restrictive than I anticipated. I've changed and improvised a few things already and the players have done so as well (like going back to hunt down the mimic that stole their money :D ).
 

I try reading as many books as i can. Movies ,the boards and almost everything, can give you great ideas.

So, i incorporate these things ,as much as i can, in a general plot and do everything else on the fly.

This has many advantages (as mentioned ,freedom for pc's and non-linearity) but this style greatly depends on the dm's mood and his eagerness to dm.

It is so much easier to dm a group of players when the biggest part of the story is already designed, even if you feal out of place and not in the mood to do it.It is difficult to come up with interesting ideas sometimes and this can easily spoil the session.

I ve seen that:
a)This style of dming can be difficult for someone new in the game, with little experience
b)It requires lot of energy and dedication from the part of the dm
c)If dedication and experience exists the results are almost always rewarding


_________________
The wizard
 

Morrus said:
Almost completely on the fly. I often have no idea what I'm going to be doing even as the session starts. I often listen to player conversations and steal the ideas I like!
Nothing like playing up their own paranoia.
 

I outline adventures and then filll in many details on the fly. THe Pcs always have free will to do whjat they want so over planning a particular area usually means they avoid it.
 

Sometimes, I work almost completely on the fly. Sometimes, I work with a detailed plan. Frequently, I do both at once - I have a plan within which I do improvisation. Which one I do depends upon how much prep time I have, and where the story is at the moment.

I find that it is pretty easy to improvise monster and NPC encounters. It isn't so easy to improvise sections that depend stonrgly on the layout of buildings. It is even less easy to improvise mysteries. So, I try to do more prep when there si a mystery to be solved, or I need to use building specirfics.
 


GlassJaw said:
Honestly, I have no idea how this is possible. What about NPC stats or maps and stuff like that? So you show up to each session with a blank page in front of you? Do you have any kind of campaign plot or outline or is it just a free-for-all?

I once had a DM who I'd have swore memorized the MM. Came up with adventures on the fly, and just threw in the appropriate monster!! I miss those days... :(

Myself... I have to have a loose plan of attack, same as Thanee. no plan, and I spand most of the day looing through books. Too structured, and my players feel as if I'm talking at them instead of playing the game.
 

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