Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Share your session notes?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blue" data-source="post: 7041483" data-attributes="member: 20564"><p>I'm running 13th Age, so my prep is a little different then those running D&D, but it's the same general feel. I never use adventures so my session doc needs to have everything I need to run, including a few options if the players don't do what I expected. They also contain summary of some campaign notes for planning & improv purposes. Each session I start with a copy of the last one, because there's a lot of things that are static or pull forward. Looking at last session it was 14 pages.</p><p></p><p>I do everthing in a word (well, libreoffice) document, and the header includes the date, so I can keep the papers sorted.</p><p></p><p><strong>Character overview</strong> (1 page). This is just info on all of the characters so I can make sure to spotlight their various abilities. In 13th Age it's their One Unique Thing, Backgrounds (skills) and Icon Relationships, including "implied" relationships by Icons that are opposed or strongly allied. Also useful for when they are off when I have prepared and I'm running improv. "Hey, he's got these skills, I can work that in" or whatever. Oh, and when designing adventures and arcs. (Also works as a good "cover card" since I don't use a DM screen; everything on it is public knowledge.)</p><p></p><p><strong>Major campaign arcs</strong> (1.5 pages) - has summary about the (currently 4) major arcs. Useful planning, when details change (while I start with ideas, things often change not just in reaction to what characters did, but what players are interested in, or just new ideas. If it hasn't come up in game, it's not set in stone.) Also useful for if they come across a source of exposition, like someone knowledgeable or an oracle.</p><p></p><p>Those pages above are more static then not, the below change every session though unused material gets pulled forward.</p><p></p><p><strong>Recap of last session</strong> - I like to start with a recap, thouh I haven't been doing it as much recently. Need to get back int o that habit. (I also have a seperate recap document that I copy them all into which is effectively the whole story of the campaign.)</p><p></p><p><strong>Color and location notes</strong> - not in all of my prep notes. Local color (especially sense besides sight), for cities notes of the different areas and some notable NPCs, etc. Because my players can and will do anything and I need to be prepared for it. This also has notes about details characters could notice. For instance they were flying over the Red Wastes in a Dwarven Zeppelin and the Dwarfforged Soldier would have a chance to notice that there were a lot of abandoned orc camps, looking like they were mobilizing and heading NW, while to the sorcerer and another character the ambient magic twirled oddly, like as if a very magical being had been flying around. Both are hooks for later.</p><p></p><p><strong>Adventure for this session</strong> - because I'm running homebrew, all my adventure notes for what I'm expecting. Just text, not stat blocks. I also keep NPC details outside the adventure section, because it flows pretty fast and is compact.</p><p></p><p>Mind you, many plot threads are running at the same time and my players often confound me with what they are doing, so I have a bunch of things they could do there.</p><p></p><p>Just a quick discussion on the break up between this and the other sections. Say the group is in a city, and want to get information from the ruler. The Color section will talk about the city, the general feel, different districts and some attractions (bazaar, etc.) It will also have a short list of colorful people you can meet in each location so I can easily bring them to life as they travel through them. This section will have information abotu who they want to talk to in order to get access to the rules, what the rules wants, the capture attempt by bounty hunters, the asylum fire they will see and may or may not get involved in, as well as information about local thieves' handouts because I KNOW one of my players will go there. The NPC sections (below) will actually have details about some NPCs so as not to derail this section, and any combat stats will also be ina lower section. (Though traps would probably be here becasue they are very short and this way I don't need to switch pages).</p><p></p><p><strong>NPCs</strong></p><p>Details on some NPCs they will or can meet (but not stat blocks), as well as pre-generated lists of NPC names sorted by race and gender. (Well, my elf names are gender neutral.) </p><p></p><p><strong>Prep/To Do</strong> - just a short place I scribble notes of things I need to prep for next session. (Detail the books they heisted from the temple, what will the Dwarven spymaster do after the characters rebuffed him)</p><p></p><p>There's also some details of things from the campaign arcs that are coming up soon so I can make sure to foreshadow and weave them in.</p><p></p><p><strong>Combat Stats</strong> - this is where I have all the stat blocks. 13th Age is short, I can easily fix 3-5 per page. I do them single sided and try to have everything for any 1 encounter on the same sheet. Also enough whitespace to track combat - HPs, conditions, etc. Pelgrane Press (who publishes 13th Age) gives out PDFs when you purchase physical books (go Bits and Mortar program!), so this is copy-paste from the PDFs and a bit of formatting, not retyping.</p><p></p><p><strong>Magic Items</strong> - I hand out cards of magic items - 13th Age doesn't have just "+1 mace" - even something like a weapon will have in addition to it's plus it will have a flavorful power (not just another math adjustment) and a quirk. So I do two-column, bordered, single-sided and just cut ti cout and hand to the players if they find it. Each item has a name, physical description, what it does, and the quirk. I've also used these for boons (permanent boosts to a character) and for things like they were all carried on intelligent giant eagles for a few sessions while they helped out the High Druid.</p></blockquote><p></p>
[QUOTE="Blue, post: 7041483, member: 20564"] I'm running 13th Age, so my prep is a little different then those running D&D, but it's the same general feel. I never use adventures so my session doc needs to have everything I need to run, including a few options if the players don't do what I expected. They also contain summary of some campaign notes for planning & improv purposes. Each session I start with a copy of the last one, because there's a lot of things that are static or pull forward. Looking at last session it was 14 pages. I do everthing in a word (well, libreoffice) document, and the header includes the date, so I can keep the papers sorted. [B]Character overview[/B] (1 page). This is just info on all of the characters so I can make sure to spotlight their various abilities. In 13th Age it's their One Unique Thing, Backgrounds (skills) and Icon Relationships, including "implied" relationships by Icons that are opposed or strongly allied. Also useful for when they are off when I have prepared and I'm running improv. "Hey, he's got these skills, I can work that in" or whatever. Oh, and when designing adventures and arcs. (Also works as a good "cover card" since I don't use a DM screen; everything on it is public knowledge.) [B]Major campaign arcs[/B] (1.5 pages) - has summary about the (currently 4) major arcs. Useful planning, when details change (while I start with ideas, things often change not just in reaction to what characters did, but what players are interested in, or just new ideas. If it hasn't come up in game, it's not set in stone.) Also useful for if they come across a source of exposition, like someone knowledgeable or an oracle. Those pages above are more static then not, the below change every session though unused material gets pulled forward. [B]Recap of last session[/B] - I like to start with a recap, thouh I haven't been doing it as much recently. Need to get back int o that habit. (I also have a seperate recap document that I copy them all into which is effectively the whole story of the campaign.) [B]Color and location notes[/B] - not in all of my prep notes. Local color (especially sense besides sight), for cities notes of the different areas and some notable NPCs, etc. Because my players can and will do anything and I need to be prepared for it. This also has notes about details characters could notice. For instance they were flying over the Red Wastes in a Dwarven Zeppelin and the Dwarfforged Soldier would have a chance to notice that there were a lot of abandoned orc camps, looking like they were mobilizing and heading NW, while to the sorcerer and another character the ambient magic twirled oddly, like as if a very magical being had been flying around. Both are hooks for later. [B]Adventure for this session[/B] - because I'm running homebrew, all my adventure notes for what I'm expecting. Just text, not stat blocks. I also keep NPC details outside the adventure section, because it flows pretty fast and is compact. Mind you, many plot threads are running at the same time and my players often confound me with what they are doing, so I have a bunch of things they could do there. Just a quick discussion on the break up between this and the other sections. Say the group is in a city, and want to get information from the ruler. The Color section will talk about the city, the general feel, different districts and some attractions (bazaar, etc.) It will also have a short list of colorful people you can meet in each location so I can easily bring them to life as they travel through them. This section will have information abotu who they want to talk to in order to get access to the rules, what the rules wants, the capture attempt by bounty hunters, the asylum fire they will see and may or may not get involved in, as well as information about local thieves' handouts because I KNOW one of my players will go there. The NPC sections (below) will actually have details about some NPCs so as not to derail this section, and any combat stats will also be ina lower section. (Though traps would probably be here becasue they are very short and this way I don't need to switch pages). [B]NPCs[/B] Details on some NPCs they will or can meet (but not stat blocks), as well as pre-generated lists of NPC names sorted by race and gender. (Well, my elf names are gender neutral.) [B]Prep/To Do[/B] - just a short place I scribble notes of things I need to prep for next session. (Detail the books they heisted from the temple, what will the Dwarven spymaster do after the characters rebuffed him) There's also some details of things from the campaign arcs that are coming up soon so I can make sure to foreshadow and weave them in. [B]Combat Stats[/B] - this is where I have all the stat blocks. 13th Age is short, I can easily fix 3-5 per page. I do them single sided and try to have everything for any 1 encounter on the same sheet. Also enough whitespace to track combat - HPs, conditions, etc. Pelgrane Press (who publishes 13th Age) gives out PDFs when you purchase physical books (go Bits and Mortar program!), so this is copy-paste from the PDFs and a bit of formatting, not retyping. [B]Magic Items[/B] - I hand out cards of magic items - 13th Age doesn't have just "+1 mace" - even something like a weapon will have in addition to it's plus it will have a flavorful power (not just another math adjustment) and a quirk. So I do two-column, bordered, single-sided and just cut ti cout and hand to the players if they find it. Each item has a name, physical description, what it does, and the quirk. I've also used these for boons (permanent boosts to a character) and for things like they were all carried on intelligent giant eagles for a few sessions while they helped out the High Druid. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Share your session notes?
Top