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<blockquote data-quote="tburdett" data-source="post: 446724" data-attributes="member: 4714"><p>I like to create an outline that covers the story arc for the first few sessions. The first basic plot device and a couple of different directions that I expect the players will go in. Nothing elaborate.</p><p></p><p>As the players react to the story I add to the outline. I never do more than 1 or 2 sessions worth of outline at a time because you just never know what the players are going to decide to do.</p><p></p><p>Each outline entry looks something like...</p><p></p><p>"The party returns to Greyhawk to discuss what they've learned about the Dungeon of Graves with Guildmaster Von Maytr."</p><p></p><p>"Guard Captain Furd (pgs 3, 8, 11) will report the party to GM De'Greiss if the party enters the city during his watch."</p><p></p><p>"Guard Captain Jerzi (pgs 3, 10) will warn the party that GM De'Griss has a reward out for info if they enter the city during his watch. He'll wait 8 hours and then report the party to GM De'Greiss and collect the reward."</p><p></p><p>"One of the many spies in GM Von Maytrs household will report the party to GM De'Greiss if they show up."</p><p></p><p>"While the players are meeting with GM Von Maytr, they are being scryed by GM De'Greiss. He is still upset with them for helping his daughter to flee from the city. Assassins. Pain."</p><p></p><p>"Dhoru (pg 7) still owes the party for sparing his life. He'll get a warning to them if he can."</p><p></p><p>These entries help me to keep the game consistent and interesting for the players. My outline is about 80 pages long and spans about 3 years worth of game time. There is just enough detail to refresh my memory.</p><p></p><p>I've found that consistency is a big problem for DM's who like to wing it completely. It's really annoying to go to the same tavern, in the same city, and have the DM rename it every single time.</p></blockquote><p></p>
[QUOTE="tburdett, post: 446724, member: 4714"] I like to create an outline that covers the story arc for the first few sessions. The first basic plot device and a couple of different directions that I expect the players will go in. Nothing elaborate. As the players react to the story I add to the outline. I never do more than 1 or 2 sessions worth of outline at a time because you just never know what the players are going to decide to do. Each outline entry looks something like... "The party returns to Greyhawk to discuss what they've learned about the Dungeon of Graves with Guildmaster Von Maytr." "Guard Captain Furd (pgs 3, 8, 11) will report the party to GM De'Greiss if the party enters the city during his watch." "Guard Captain Jerzi (pgs 3, 10) will warn the party that GM De'Griss has a reward out for info if they enter the city during his watch. He'll wait 8 hours and then report the party to GM De'Greiss and collect the reward." "One of the many spies in GM Von Maytrs household will report the party to GM De'Greiss if they show up." "While the players are meeting with GM Von Maytr, they are being scryed by GM De'Greiss. He is still upset with them for helping his daughter to flee from the city. Assassins. Pain." "Dhoru (pg 7) still owes the party for sparing his life. He'll get a warning to them if he can." These entries help me to keep the game consistent and interesting for the players. My outline is about 80 pages long and spans about 3 years worth of game time. There is just enough detail to refresh my memory. I've found that consistency is a big problem for DM's who like to wing it completely. It's really annoying to go to the same tavern, in the same city, and have the DM rename it every single time. [/QUOTE]
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