I'm GMing three campaigns. I'm not sure I like to talk too much about how I prep them, it's like the old adage about eating sausage, you don't want to see how the sausage is made.
In general, the main priority is to be flexible and respond to PC input - what PCs do in game - and to a lesser extent player input - expressed player preference. I seek to maximise sense of possibility and player/PC freedom.
I'm using Blogger extensively in all campaigns.
4e 'Loudwater' Forgotten Realms game - I'm using published adventures, FR and other. However I have a whole bunch of them available, and the ones I actually use depend mostly on PC actions and player expressed preferences. The game centres around the town of Loudwater and I have tried to give a bit of sense of the community. I'm also trying to use FR tropes, successfully for the first time - previously FR was always way too twee for me, but post-spellplague there's a bit of a sense of desperation and darkness that makes the 'niceness' a lot more palatable.
Campaign blog: Loudwater
4e 'Southlands' Wilderlands game - this is a hex-based swords & sorcery Heavy Metal campaign, so it's a mix of wahoo comic-book hack & slash with sandboxy hex-crawling, I try to make it very atmospheric and thematic, though I could do better with at-table description. With its open design, prep work mostly involves trying to stay one step ahead of the players, and I've rarely got to use any published material - one Dungeon Delve is it, so far. That is even though I have a bunch of potentially usable stuff. One of the PCs is very dynamic and proactive, he seizes the campaign world and really does what he wants with it. That fits the theme I wanted perfectly, so that's great. I worry about the game being too dependent on the one PC though.
Campaign blog: The Southlands Campaign: 4e D&D in the Wilderlands
My third campaign is my online 1e AD&D Yggsburgh sandbox. Gary Gygax did a great job setting up the Yggsburgh/Eastmark sandbox and providing both tons of content and the tools - including wonderful random tables - to generate my own material. Prep work is mostly developing additional NPCs (lots of damsels and femme fatales - not many female NPCs in the book), detailing existing ones (EGG gives brief notes on pretty well all Yggsburgh's major male NPCs), the relationship webs between them, plus stuff like filling in blanks in less detailed areas like the sewers or the College. Really easy to do between sessions by extrapolating from the provided material, it often feels more like playing a 'sim city' type game than actual 'work'. I have a lot of fun with this one, it's a bit raunchy in a 'Carry on Dungeoneering' sort of way, lots of references to '70s tropes - there was a jacuzzi party a few episodes back.
Blog, including session logs: S'mon' s Yggsburgh Blog
I'm also looking at running some Pathfinder Beginner Box in the Yggsburgh setting. Mostly been looking at Pathfinder adventures and tweaking their intros to fit better.
In general, the main priority is to be flexible and respond to PC input - what PCs do in game - and to a lesser extent player input - expressed player preference. I seek to maximise sense of possibility and player/PC freedom.
I'm using Blogger extensively in all campaigns.
4e 'Loudwater' Forgotten Realms game - I'm using published adventures, FR and other. However I have a whole bunch of them available, and the ones I actually use depend mostly on PC actions and player expressed preferences. The game centres around the town of Loudwater and I have tried to give a bit of sense of the community. I'm also trying to use FR tropes, successfully for the first time - previously FR was always way too twee for me, but post-spellplague there's a bit of a sense of desperation and darkness that makes the 'niceness' a lot more palatable.
Campaign blog: Loudwater
4e 'Southlands' Wilderlands game - this is a hex-based swords & sorcery Heavy Metal campaign, so it's a mix of wahoo comic-book hack & slash with sandboxy hex-crawling, I try to make it very atmospheric and thematic, though I could do better with at-table description. With its open design, prep work mostly involves trying to stay one step ahead of the players, and I've rarely got to use any published material - one Dungeon Delve is it, so far. That is even though I have a bunch of potentially usable stuff. One of the PCs is very dynamic and proactive, he seizes the campaign world and really does what he wants with it. That fits the theme I wanted perfectly, so that's great. I worry about the game being too dependent on the one PC though.
Campaign blog: The Southlands Campaign: 4e D&D in the Wilderlands
My third campaign is my online 1e AD&D Yggsburgh sandbox. Gary Gygax did a great job setting up the Yggsburgh/Eastmark sandbox and providing both tons of content and the tools - including wonderful random tables - to generate my own material. Prep work is mostly developing additional NPCs (lots of damsels and femme fatales - not many female NPCs in the book), detailing existing ones (EGG gives brief notes on pretty well all Yggsburgh's major male NPCs), the relationship webs between them, plus stuff like filling in blanks in less detailed areas like the sewers or the College. Really easy to do between sessions by extrapolating from the provided material, it often feels more like playing a 'sim city' type game than actual 'work'. I have a lot of fun with this one, it's a bit raunchy in a 'Carry on Dungeoneering' sort of way, lots of references to '70s tropes - there was a jacuzzi party a few episodes back.

Blog, including session logs: S'mon' s Yggsburgh Blog
I'm also looking at running some Pathfinder Beginner Box in the Yggsburgh setting. Mostly been looking at Pathfinder adventures and tweaking their intros to fit better.
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