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What are you prepping for your next D&D session? (+)
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<blockquote data-quote="el-remmen" data-source="post: 8434957" data-attributes="member: 11"><p>In the spirit of ongoing threads like, "<a href="https://www.enworld.org/threads/how-was-your-last-session.667468/unread" target="_blank">HOW WAS YOUR LAST SESSION?</a>" I wanted to start a new one where we share what we have prepped for our imminent D&D session as DM. Not what the big story arc is, not what the campaign is aiming toward (though that might provide context in brief), but literally what are your either planning for, planning around, or perhaps even not able to plan and have to be prepared to improvise a few different things.</p><p></p><p>You will note the (+) in the thread title. This thread will not be the place for the "how do you know what your players will do? Sounds like railroading!" type arguments. As a DM I prep for what I think is most likely and try to be ready for the unexpected. But generally, by the time it wraps up, the previous session gives a very strong sense of where the next session will go.</p><p></p><p>Unless of course you are prepping the session I am working on. For the last 8 or so sessions I have been running a long involved module, so while some prep and tweaking was necessary between sessions, mostly everything was in an established framework it was easy to work with or deviate from - but now everything is up in the air!</p><p></p><p>We're playing this Saturday, and having just completed <a href="https://www.enworld.org/threads/how-i-run-it-i-made-a-d-d-zine-all-four-issues-still-available.679993/" target="_blank">my remix of N1 - Against the Cult of the Reptile God</a> and achieving 6th level, they are a crossroads (both figuratively and literally). What will they do next? In what order? Where will they go? Will they tarry or will they hurry onward? Will they do something completely unexpected?</p><p></p><p>This is what I am planning on based on the previous session:</p><ul> <li data-xf-list-type="ul">The PCs taking up a sidetrek they ignored in favor of the bigger threat that has since progressed in severity in their absence. This involves several possible encounters with trolls (including one very misunderstood fellow who just wants to sing and make friends), a girl fleeing into the swamp, and the jerkface knight her dad wants her to marry. [This could stretch out their stay in this area 1 to 3 more sessions!]<ul> <li data-xf-list-type="ul">As such, I stated out a few different trolls, found a map for their lair, and stated out the knight and his men-at-arms.</li> </ul></li> <li data-xf-list-type="ul">Wrapping up the logistics of the village they saved, including touching base with NPCs, reuniting people they rescued with family, and dealing with a few loose ends (like the guy who summoned them to help the town is still missing). This may also involve the party getting a couple of followers in the form of the young woman who wants the party gnome to teach her to be a wizard, and an orphan boy who parents were made into zombies and sister was fed to monsters. There is also some potential political stuff they could get involved with if they want. [Should be able to advance time to do this fairly quickly in terms of session time depending on how they want to handle it]</li> <li data-xf-list-type="ul">Going back to their base. They left Saltmarsh in the process of buying an old noble's hunting lodge on the edge of the marshes to covert into a headquarters. Furthermore, the plot of the final enemy has advanced in their absence - but before that they need to establish their base and deal with a potential haunting/infestation!<ul> <li data-xf-list-type="ul">This last point needs to be set up carefully because it is going to be focus of the rest of the campaign (I think) and leads to a big conclusion. It also involves their returning to find the town preparing for a possible battle/invasion and allies they made along the way in their earlier adventures returning to help out.</li> <li data-xf-list-type="ul">The "haunting" is a way to make their HQ feel more like their own by setting an adventure in it where they cleanse it and feel like they have done something to claim it (besides go into debt - which they also have). I am not worrying too much about prepping this yet because I figure even if we get that far it will be towards the end of the session and I can wing it to an appropriate cliffhanger.</li> <li data-xf-list-type="ul">That said, I need to finish the handdrawn battlemap of their lodge and surrounding area before they get back there (I will share a pic when I am done).</li> </ul></li> <li data-xf-list-type="ul">It is also totally possible they will want to immediately follow up on some of the hooks they caught wind of during this past adventure, in which case - most of the session will be travel, and I can just cook up some potential "random encounters" to tide us over until I have prepped one or more of those.<br /> <br /> <br /> So that's it for me for now. . . what are you prepping for your next session?</li> </ul></blockquote><p></p>
[QUOTE="el-remmen, post: 8434957, member: 11"] In the spirit of ongoing threads like, "[URL='https://www.enworld.org/threads/how-was-your-last-session.667468/unread']HOW WAS YOUR LAST SESSION?[/URL]" I wanted to start a new one where we share what we have prepped for our imminent D&D session as DM. Not what the big story arc is, not what the campaign is aiming toward (though that might provide context in brief), but literally what are your either planning for, planning around, or perhaps even not able to plan and have to be prepared to improvise a few different things. You will note the (+) in the thread title. This thread will not be the place for the "how do you know what your players will do? Sounds like railroading!" type arguments. As a DM I prep for what I think is most likely and try to be ready for the unexpected. But generally, by the time it wraps up, the previous session gives a very strong sense of where the next session will go. Unless of course you are prepping the session I am working on. For the last 8 or so sessions I have been running a long involved module, so while some prep and tweaking was necessary between sessions, mostly everything was in an established framework it was easy to work with or deviate from - but now everything is up in the air! We're playing this Saturday, and having just completed [URL='https://www.enworld.org/threads/how-i-run-it-i-made-a-d-d-zine-all-four-issues-still-available.679993/']my remix of N1 - Against the Cult of the Reptile God[/URL] and achieving 6th level, they are a crossroads (both figuratively and literally). What will they do next? In what order? Where will they go? Will they tarry or will they hurry onward? Will they do something completely unexpected? This is what I am planning on based on the previous session: [LIST] [*]The PCs taking up a sidetrek they ignored in favor of the bigger threat that has since progressed in severity in their absence. This involves several possible encounters with trolls (including one very misunderstood fellow who just wants to sing and make friends), a girl fleeing into the swamp, and the jerkface knight her dad wants her to marry. [This could stretch out their stay in this area 1 to 3 more sessions!] [LIST] [*]As such, I stated out a few different trolls, found a map for their lair, and stated out the knight and his men-at-arms. [/LIST] [*]Wrapping up the logistics of the village they saved, including touching base with NPCs, reuniting people they rescued with family, and dealing with a few loose ends (like the guy who summoned them to help the town is still missing). This may also involve the party getting a couple of followers in the form of the young woman who wants the party gnome to teach her to be a wizard, and an orphan boy who parents were made into zombies and sister was fed to monsters. There is also some potential political stuff they could get involved with if they want. [Should be able to advance time to do this fairly quickly in terms of session time depending on how they want to handle it] [*]Going back to their base. They left Saltmarsh in the process of buying an old noble's hunting lodge on the edge of the marshes to covert into a headquarters. Furthermore, the plot of the final enemy has advanced in their absence - but before that they need to establish their base and deal with a potential haunting/infestation! [LIST] [*]This last point needs to be set up carefully because it is going to be focus of the rest of the campaign (I think) and leads to a big conclusion. It also involves their returning to find the town preparing for a possible battle/invasion and allies they made along the way in their earlier adventures returning to help out. [*]The "haunting" is a way to make their HQ feel more like their own by setting an adventure in it where they cleanse it and feel like they have done something to claim it (besides go into debt - which they also have). I am not worrying too much about prepping this yet because I figure even if we get that far it will be towards the end of the session and I can wing it to an appropriate cliffhanger. [*]That said, I need to finish the handdrawn battlemap of their lodge and surrounding area before they get back there (I will share a pic when I am done). [/LIST] [*]It is also totally possible they will want to immediately follow up on some of the hooks they caught wind of during this past adventure, in which case - most of the session will be travel, and I can just cook up some potential "random encounters" to tide us over until I have prepped one or more of those. So that's it for me for now. . . what are you prepping for your next session? [/LIST] [/QUOTE]
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