Preperation Time

punkorange

First Post
When you are running a module, how much time do you give yourself to prepare it. Do you read the entire thing a couple times before running it, just read through it once, or even just read a few chapters per session?
 

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punkorange said:
When you are running a module, how much time do you give yourself to prepare it. Do you read the entire thing a couple times before running it, just read through it once, or even just read a few chapters per session?

Depends. I always try to read each module through before I run it. Then I find out how much prep time it takes. In some cases, it's a few notes scribbled on sticky notes, in other cases, it's completely re-working big chunks.
 

I read through the whole thing at least once.

Then I generally read through the sections I'm goign to run and make notes on what may need to be changed or get monster statistics ready. For example, several adventuers refer you to the Monster Manual for game statistics, so I try to have those ready ahead of time.

Then if time permits, I'll generally scrounge through the old miniature collection and see what I have that I can use, and if available from the store, to purchase.

Then if time permits, once again, I'll mark up my tact-tiles with the first area/dungeon level and have it ready to go.
 

i read it multiple times

run a pregen group thru it

and then make adjusts as need so it will fit the campaign.



at least 4 hours prep time / 1 hour of game play
 

I've been running a lot of modules lately (Dungeon Adventure Path) and it's certainly not any easier than running a homebrew game. Sometimes it can be more difficult actually.

Definitely the whole thing in advance before you start and reread the sections that your group will encouter for that session. When I run dungeons, I print out the map in B&W and write where all the creatures are on the map. This will help so you know right away what is in the room. Having to reread each room during the game will slow things down.

I also print out most of the creature stat blocks on separate sheets. This really helps so you don't have to flip around for stats, especially when you are running mixed encouters with NPC's and creatures from various books. I also tend to tweak and change a lot of the NPC's anyway.
 

I read the whole thing a few times, and make general notes. Before I run a session, I reread the section I expect to get through, make more detailed notes, write any additions or changes in the margins, photocopy relevant stats or maps for easy reference, pull out miniatures that I'll need (and a few extras if things go differently than planned), and make a basic outline of how I expect the nights game to go.
 


punkorange said:
When you are running a module, how much time do you give yourself to prepare it.

As much as it takes! :)

punkorange said:
Do you read the entire thing a couple times before running it, just read through it once, or even just read a few chapters per session?

Depends on the module. Contrast Return to the Temple of Elemental Evil with the Village of Hommlet. For the former, section by section - for the latter I read the whole thing through at least once then make up spell lists for NPC's (copying and pasting from the SRD), my own stat blocks, etc.

The hardest part for me is fitting it into the current campaign. How does my campaign change the story of the module? Where does it take place in the game world? I write up notes in bullet form for this. I also try to work in my own campaign specific NPC's to make it more part of my world.

Also, I like tinkering with the modules. Maybe some rooms don't fit or I want to put in my own BBEG. Sometimes I want the PC's to spend more or less time getting to the carrot at the end of the stick. In this case whole rooms have to go, others added, or entrances and exits changed. For this I try to pick the best "cool ideas" from the module to use instead of the whole unit.

For these reasons modules don't really cut down on prep time. I use them for insights on how to design modified areas and encounters in addition to some good tips and tricks on module writing.
 

punkorange said:
When you are running a module, how much time do you give yourself to prepare it. Do you read the entire thing a couple times before running it, just read through it once, or even just read a few chapters per session?

I read through the whole thing first so that I get the whole plot, how the NPCs and areas fit together, etc. I also use sticky flags (like sticky notes, only thinner) to mark certain parts I made need to refer to during the game and create any battle maps or handouts. Depending on the length of the adventure, this might take a couple of hours and I try to do this about a week before the game. Then I refresh my memory before a session by reading just the sections I think I'll be running that session.
 

I'm pretty much in agreement with a lot of previous posters. I read through it at least once and then read the section I plan on running in the next session more thoroughly. Since I use a laptop and have a lot of PDF adventures, I highlight and annotate the important information in Acrobat.

I also use DM's Familiar, so I make sure I have all combatants preloaded. Depending on how much work I need to do, the time involved differs. I'd say at least 8 hours of prep time, spread out amongst 7 days, is about average for me for a the next session.
 

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