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What is the point of GM's notes?
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<blockquote data-quote="Older Beholder" data-source="post: 8233925" data-attributes="member: 6813585"><p>I like to have a session written up beforehand, (D&D 5E) for the last couple of games I ran, I had 17 pages for about 7-8 hours of gaming.</p><p>I do rewrite blocks of monster stats in my notes which can take up a bit of space, (If there's a fight involving a group of different monsters, I just find it easier to have them all in one spot) it also helps me remember their abilities a little better.</p><p></p><p>Sometimes this can be heavily scripted, other times it's more open and just some dot points or rough ideas. Usually a combo of the two depending on what's happening in the adventure.</p><p></p><p>I'm not the greatest public speaker / improv guy, so it's just easier and more comfortable for me to go in prepared.</p><p>Most the time when things go well and everything flows I barely even need to refer to the notes. But for me at least, there will always be details and ideas that get missed during play even at the best of times, so GM notes just increase the chances of me not missing stuff. </p><p></p><p>I always had a (pipe) dream to write an adventure and send it in, back when Dungeon Magazine was still a thing. So I think it's carried over from that a little, where I'm still trying to write adventure ideas that can be edited and re-used for different groups further down the track.</p></blockquote><p></p>
[QUOTE="Older Beholder, post: 8233925, member: 6813585"] I like to have a session written up beforehand, (D&D 5E) for the last couple of games I ran, I had 17 pages for about 7-8 hours of gaming. I do rewrite blocks of monster stats in my notes which can take up a bit of space, (If there's a fight involving a group of different monsters, I just find it easier to have them all in one spot) it also helps me remember their abilities a little better. Sometimes this can be heavily scripted, other times it's more open and just some dot points or rough ideas. Usually a combo of the two depending on what's happening in the adventure. I'm not the greatest public speaker / improv guy, so it's just easier and more comfortable for me to go in prepared. Most the time when things go well and everything flows I barely even need to refer to the notes. But for me at least, there will always be details and ideas that get missed during play even at the best of times, so GM notes just increase the chances of me not missing stuff. I always had a (pipe) dream to write an adventure and send it in, back when Dungeon Magazine was still a thing. So I think it's carried over from that a little, where I'm still trying to write adventure ideas that can be edited and re-used for different groups further down the track. [/QUOTE]
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What is the point of GM's notes?
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