the Jester
Legend
Well...
The notes that I dm from are a single long Word file per tier (at least, that's approximately how it's working so far). It's long and full of stuff, and I never have to find my notes (although I often have to find where in my notes something is, but that's easy enough with some planning; for instance, when the pcs find loot, I tell them to write down the dungeon name and room number ("Okay, we still have the gold-thread tapestry is from the Chagmat Cave, area 4... how much can we sell it for?")
In addition, I keep a log of who plays each game. I also have a few handwritten notes that I keep track of during the session, and the players pass around a notebook and keep notes (which I give xp for, as it aids me immensely when I'm working on the campaign's story hour- link in sig).
The key thing is, I try to keep all my notes. I still have the notes from game 1 of the campaign, about 15 years ago now. And I try to number each game, and note the game number on the notes, so that I can find what I need. (If you're curious, there is a big list starting four posts down here).
I've been doing a fair amount of planning in 4e, including crafting interesting and cool encounters, putting together random rumor charts, detailing skill challenges, statting up new monsters, powers and rituals, etc. I tend to write up whatever I think I'll need, based on my assessment of the pcs' next moves. Often, I'm dead on with what I think they will do, but just as often, they run in an unanticipated direction, and I end up with tons of unused material. That's okay, though- I'll try to use the stats, skill challenges, etc. somewhere else later.
The notes that I dm from are a single long Word file per tier (at least, that's approximately how it's working so far). It's long and full of stuff, and I never have to find my notes (although I often have to find where in my notes something is, but that's easy enough with some planning; for instance, when the pcs find loot, I tell them to write down the dungeon name and room number ("Okay, we still have the gold-thread tapestry is from the Chagmat Cave, area 4... how much can we sell it for?")
In addition, I keep a log of who plays each game. I also have a few handwritten notes that I keep track of during the session, and the players pass around a notebook and keep notes (which I give xp for, as it aids me immensely when I'm working on the campaign's story hour- link in sig).
The key thing is, I try to keep all my notes. I still have the notes from game 1 of the campaign, about 15 years ago now. And I try to number each game, and note the game number on the notes, so that I can find what I need. (If you're curious, there is a big list starting four posts down here).
I've been doing a fair amount of planning in 4e, including crafting interesting and cool encounters, putting together random rumor charts, detailing skill challenges, statting up new monsters, powers and rituals, etc. I tend to write up whatever I think I'll need, based on my assessment of the pcs' next moves. Often, I'm dead on with what I think they will do, but just as often, they run in an unanticipated direction, and I end up with tons of unused material. That's okay, though- I'll try to use the stats, skill challenges, etc. somewhere else later.
