The Shaman
First Post
That's all very, very good advice. For someone who's "not big on improvisation," you have a remarkably strong grasp on how to go about it.From what I gathered about others that are better at this than me, I notice that it's not "improvisation out of nowhere".
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Preparation of the "right" kind. It's not necessarily about preparing specific encounters. But it helps to know things like:
- Which NPCs are around?
- What are their goals and personalities?
- What is their relationship with or attitude towards the PCs, if any?
This is important to "drive" a session. Another aspect is just being able to come up with something new on the spot, and here "generic" NPC traits can help, for example in form of a random table.
. . .
"Sandbox" DMs often seem to have tables for random encounters depending on locations. Even if you don't like random encounters (I don't), tables of this type can give you idea what the PCs might encounter or what you could prepare.
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The right type of preperation is not having specific "plots" in mind. "A happens, PCs do either B or C which leads to D or E". It's more about having all the ingredients of a plot and let it unfold depending on whether the PCs touch on it it or not.
For example:
Your city has a mayor, a merchant guild, and a thief's guild. The mayor dislikes the current leader of the merchant guild. The thief's guild is probably robbing merchants all around the city. There are warehouses around town belonging to the merchant's guild. There is a city hall. There is the mayor's private residence. There are some thief hideouts. There is the city watch and its main building and the 3 city gates. You don't have any grand plot of the thieves trying to rob something important or anything at this point, which the PCs have to engage. But that's one plot that you could probably come up pretty fast. If the PCs decide for some reason to contact the mayor, you might improvise something about them investigating some warehouses to prove illegal smuggling operations. (Even if you never thought of it before - naturally the merchants might have going on something like that! And if you think this merchant guild leader is not the type for it, maybe the mayor is setting him up. Or someone in his organization does it without his knowledge.). With your table of NPC traits, you might quickly improvise some shady merchant doing this, maybe plus a corrupt city guard working for him. If the PCs contact the merchant guild leader, he might be worried about some recent break-ins and ask the PCs for aid in exchange for their help.

Some good advice there as well.You might find it help if you don't prep plots.
And that's pretty much what I was going to add.Prep the NPCs in terms of their motivations, rather than in terms of their actions or roles. Have the NPCs easily able to react to the PCs because you know what each NPC cares about, and you know each NPC's agenda.
Most of my prep time is spent on creating non-player characters, in particular their goals, and finding ways to connect them together into a web of inter-relationships. I've used the analogy that this is like a dungeon map, with the characters like rooms with monsters, traps, and treasure and the connections between them like corridors. The events of the game come from the adventurers interacting with the non-player characters: they make friends, they make enemies, they set goals, they help friends achieve goals, they hinder enemies' pursuit of goals.