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%

I usually do a mix. For example, I figure out the general feel of an area, get (or make) some rough maps, name important things, and figure out what's going on. Then, I stat up the NPCs/monsters that the PCs are likely to face, and then I'm ready. Sometimes I go into a little more detail in my notes, when I have a really specific idea, but that's been less and less the case lately.
 

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I plan specific encounters and briefly detail relevant places, plots and NPCs in shorthand, all the while keeping the overarching plot in mind. While I don't dictate where the PCs go, certain events will always happen in the order I choose. Part of being a DM is being flexible, however, so I often wing it in-between adventure locales that drive the story forward, and I work hard to adapt in a believable way when the players have a clever idea that alters the plot.
 

The best adventure is the one that fits the disposition of the party and the players and the mood at the gaming table.

I plan lots. I put in a good bit of effort before I come to the table. Then I run the right adventure. Sometimes I follow closely my planning, sometimes I quietly close my notebook and continue down another course.
 

My notes for the average session consist of about four typed pages, consisting of very short stat blocks for the encounters I expect, some basic plans/events/locations and the rest is winging it.
 

My current campaign has been planned out completely, using existing adventures strung up from level 1 to 20. Of course, they require the necessary adjustment and there is always room for improvisation, but I tend to like the idea of where I'm going, because it allows me to create a more believable world.

To give a few examples, if you want to play a certain adventure in the future, it might be possible to introduce a small part of the plot line or an NPC long before you play it. If the PCs befriend an NPC who needs their help a couple of levels later, they will be much more willing to help. Also, I planned my campaign within the confines of one country. Knowing that I'm going to use a certain location in future for a certain adventure, allows me to already create the correct setting if the PCs pass the location before the adventure. The inn is already the inn I need in the future adventure, the priest who is featured in it, already has his temple there, the statue on the market place, which will be the focal point of the adventure, is already in place etc.

So I think planning in advance really enhances the story line and believability of the world. It is without a doubt the only way to create a story arc that goes from level 1 to level 20 that will remain somewhat coherent throughout the campaign. And of course, using published adventures, I retain my own flexibility. I've not spent hours of preparation on the adventures, so if the need arises to make (even major) adjustments, I won't hesitate to do so.
 

Well I guess I should weight in on my own poll. ;)
My current d20 campaign is almost all on the fly. I know where i want to go, but I have always been amazed about how creative my players (well almost all, one's answer to any problem is to "shoot it dead." Yeah go ahead and shoot that Vampire.) can be in solving problems, so i have to adjust on the fly. As for NPC stats and stuff, if they guy is a reacuring villians, he always pulls off an escape or he, in the case of the Vampire mob boss, so far above the PCs, he gets a free pass. But for the most part they beat most of what i throw at them. It might be an even battle, but all the sudden, someone rolls a crit, and the tide turns. (My rolls are crap. :( althou there is some fudging ) Like right now, they are moving into a future setting........can you say "Temporal Criminals." :lol:
 

I do a little of both, I bullet items out for the plot then let the players roam, at which point I then note reactions from their actions and carry them forward.
 


Probably about 30% planned, 70% "on the fly"...

I run a pretty dynamic campaign with tons of plot threads and lots of PC choice, so meticulously preparing lots of linear encounters just doesn't work.

Planned Portion:

(1) Encounter notes/stat blocks (I have a stable of stock encounters that I prepare in batches based on where the PCs are in the campaign, modified on the fly as needed)

(2) 2-3 pages of what I call "Adventure Flow" - Essentially, it is a summary of the PCs current situation and an if/then matrix of what I anticipate the likely PC course of action to be (supported by number tags to the appropriate encounter(s) for each likely course of action(s)).

I also try to spend about 30 minutes before a session "visualizing" NPCs, location, possible action and encounters. I use this time to imbed lots of action words and descriptive phrases into my mellon so they flow better when the time for narrative comes. This is probably the single most useful part of my entire prep process.

On The Fly Portion:

(1) Many of the rooms and encounter locations come completely on the fly. If the PCs head off in a direction that is unexpected and I don't have a physical location mapped out, I will often put that together on the fly, jotting down notes as I go so I can re-create if needed. I also have a map catalog of generic location maps that I can pull on if needed.

(2) NPC action/interaction/reaction to PCs. I learned, long ago in my DMing career, that you can't prepare for every PC course of action, so I have stopped trying! Beyond the if/then matrix, I adjudicate on the fly. Also, PC actions often open the door for taking play in a different, interesting direction; being able to react quickly to that is important.

I have found that the more diligent I am in preparing a tight script, the more likely I am to try to "force" the PCs into "checking all the boxes" so all of my hard work doesn't go to waste. Of course, it took me nearly a decade in the DM's chair to get comfortable with this approach...but it definitely works for me now!

~ Old One
 

A little of both. I plan the overall structure of the campaign, paying particular attention to logical consitancy and making sure that there's a well-crafted reason behind every action the PCs are up against. From that point on I'm largely guided by the PCs and their actions, occasionally throwing in 'events' that drive the overall plot forward. How they react to the event I don't even try to anticipate, just allowing them to make of it as they wish. Then again, when you play PbP games, you have the luxury of time to think things over! :)

Pinotage
 

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