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What do your DM/GM Notes Look Like?
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<blockquote data-quote="the Jester" data-source="post: 4817526" data-attributes="member: 1210"><p>Well...</p><p></p><p>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?")</p><p></p><p>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).</p><p></p><p>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 <a href="http://www.enworld.org/forum/story-hour/58748-cydra-early-years-3.html" target="_blank">here</a>).</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="the Jester, post: 4817526, member: 1210"] 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 [url=http://www.enworld.org/forum/story-hour/58748-cydra-early-years-3.html]here[/url]). 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. :) [/QUOTE]
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