Which are you, The plan everything out GM, or the Ad lib?


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I don't plan everything out, but I do plan a lot of stuff...I'll have an outline of main story points, names of important NPCs, and important clues I need to give to the players. And I'll have about a dozen different maps loaded up into Roll20--any of the locations described in my outline, plus a handful of really generic ones like "basic cave," "forest clearing," "town square," and "graveyard." And maybe I'll have a couple of mood pieces--some thematic artwork that I can display on the screen outside of combat.

But that's it. Everything else is handled with random tables: random weather, random encounters, random shop inventories, random town events, etc., and I improvise as needed. If the players decide they want to wander off and explore the woods or whatever instead of following the clues I provide, I'll let them. Distractions can be fun, and they'll be back on track soon enough.
 
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I have a ton of setting material I use. I think about it a lot to get stuff to make sense for me. I run modules. I will try to plan out monsters ahead of the time and make alterations a bunch to work better for my purposes.

In the game I am fairly loose and ready to adapt to the players and improvise to the moment and make up new stuff and grab monsters out of the book straight.

Having a lot of elements in my head already to riff off of and a framework to loosely head towards works well for my improv style.

I don’t improv a whole campaign as it goes, but I do a bunch for individual scenes and adapting stuff we build collaboratively either in concepts or from what comes out in play.
 

A typical adventure will have 40,000 to 75,000 words worth of notes.

And with that I would bet I ad lib 40% of the content of the adventure. And it's not because I don't use my notes. It's because you can't plan for everything.

But without those notes, I don't think it would be possible for me to GM.

I don't understand people who say that they can "ad llb" this role. I know a lot of people online say that they can,, but I've never met them in real life. Everyone who has ever told me in real life they could ad lib, when I played with them it turned out that they couldn't. I've been at like three tables as a player, where I ended up being invited to be the full time DM. Every good game I was ever a part of involved a ton of prep. Yes, those guys doing a ton of prep also winged a lot of stuff, but they had frameworks and plans to fall back on and adapt.

Very few people in the real world can ad lib anything - movies, novels, speeches are generally not extemporaneous.

My rule is to try to be the GM I would want as a player, so I prep a lot.

The trouble with high prep is you have to prep a lot. It's work. It's easy to get burned out every two or three years and need a break.

The troubles with low prep:

a) It's impossible to be unbiased or fair when you are continually reacting to the meta.
b) It's very difficult to have Mystery Boxes with anything surprising in them if you don't plan ahead. If you don't know you needed clues until after you need them, it's hard to put them there. You'd have to work really hard to avoid Bad Robot style DMing, and as any writer knows Bad Robot is a big part of why the golden age of media collapsed.
c) It's very difficult to have anything large and coherent. Most of the time, you aren't ad libbing a castle sized dungeon (unless you've spent a lot of prep time studying castles and have several floor plans basically memorized). Good luck ad libbing something like Castle Ravenloft as original content. Most ad libbers I've met have no locations. You are on a stage and they change the drapes but there is rarely a lot to interact with or explore.
d) You are heavily reliant on your first instincts. You rarely have a chance to think about things and come up with better plans.
e) You are often heavily reliant on the players for content and ideas. But then you are kind of abandoning your fundamental duty to be a secret keeper if you don't make up some secrets. The last thing I want to do is set down at a table to play as a player and be hashing out what is actually going on in the setting like a collaborator on a script revision team, trying to come up with a script for an episode with a deadline.
 

The troubles with low prep:

a) It's impossible to be unbiased or fair when you are continually reacting to the meta.
How so?
b) It's very difficult to have Mystery Boxes with anything surprising in them if you don't plan ahead. If you don't know you needed clues until after you need them, it's hard to put them there. You'd have to work really hard to avoid Bad Robot style DMing, and as any writer knows Bad Robot is a big part of why the golden age of media collapsed.
Nah. As long as I have even a general idea of what happened, coming up with clues is pretty easy. Then again I haven't watched a TV or movie mystery or thriller that contained anything truly surprising in a couple of decades, so that might make a difference. While I do try to throw in a plot twist at times, playing it straight works just as good. Having everything be some kind of gotcha is just cheesy IMHO.
c) It's very difficult to have anything large and coherent. Most of the time, you aren't ad libbing a castle sized dungeon (unless you've spent a lot of prep time studying castles and have several floor plans basically memorized). Good luck ad libbing something like Castle Ravenloft as original content. Most ad libbers I've met have no locations. You are on a stage and they change the drapes but there is rarely a lot to interact with or explore.
Coherence comes about over time as narrative momentum builds, it's only after the story emerges that one knows how it all ties together. Once play happens then you look back at the story to see how it unfolded and how events fit together. As for locations, thats also easy to do as long as you don't feel the need to have a drafted floorplan. It's easy enough to take a couple minutes to sketch out a location map if the players demand one. Most of the time, I've found anyway, mapped out locations aren't needed as the minutae of the location isn't the point, the events that happen in said location are.
d) You are heavily reliant on your first instincts. You rarely have a chance to think about things and come up with better plans.
Why do I need to come up with better plans? Who's to say that if I planned out something it would, by default, be better than an idea I came up with on the fly?
e) You are often heavily reliant on the players for content and ideas. But then you are kind of abandoning your fundamental duty to be a secret keeper if you don't make up some secrets. The last thing I want to do is set down at a table to play as a player and be hashing out what is actually going on in the setting like a collaborator on a script revision team, trying to come up with a script for an episode with a deadline.
When did being a GM mean it's my "sacred duty" to be a secret keeper?!? Also, why do I need to prep something beforehand for it to be a secret? Can't I just decide something in a moment during play, and not tell the players immediately, is that somehow not a secret? As for being reliant on the players for content.and ideas, it depends. Sometimes I wholly riff off of, or outright steal, ideas from "overheard" conversations amongst the players. Alot of the time however, it's all just what I decide cause I'm the GM.
 


I don't plan much (and when I do, rarely stick to it), but I do enjoy preparing for games: doing research, designing monsters, figuring out special environment rules that would mesh well with the system, making random tables, painting landscapes and npc portraits, etc
 

So I have run into all manner of GM's in my time. Some of them plan out every detail, pages of notes and info, details and writing, where as I myself am an ad libber. I go with the flow, nothing is too powerful, or unbalanced, I will wing it and it goes usually well. What are your thoughts , challenges or methods for dealing with your GM style?
Mix of both, neither extreme. Plan as I can to varying degrees; ad lib everything else.

Typically, that works out to 30-60 minutes of planning for a 2-3 hour session.

Of course, I REALLY enjoy adventure planning, so there's that.
 

A typical adventure will have 40,000 to 75,000 words worth of notes.
Look, I am not calling you a liar, but as a freelance writer and a novelist, I look at that number and I literally don't believe you. No one writes that much for EVERY adventure they run. 75K is a BIG book for most RPGs.

I don't buy it. Sorry.
 

The troubles with low prep:

a) It's impossible to be unbiased or fair when you are continually reacting to the meta.
b) It's very difficult to have Mystery Boxes with anything surprising in them if you don't plan ahead. If you don't know you needed clues until after you need them, it's hard to put them there. You'd have to work really hard to avoid Bad Robot style DMing, and as any writer knows Bad Robot is a big part of why the golden age of media collapsed.
c) It's very difficult to have anything large and coherent. Most of the time, you aren't ad libbing a castle sized dungeon (unless you've spent a lot of prep time studying castles and have several floor plans basically memorized). Good luck ad libbing something like Castle Ravenloft as original content. Most ad libbers I've met have no locations. You are on a stage and they change the drapes but there is rarely a lot to interact with or explore.
d) You are heavily reliant on your first instincts. You rarely have a chance to think about things and come up with better plans.
e) You are often heavily reliant on the players for content and ideas. But then you are kind of abandoning your fundamental duty to be a secret keeper if you don't make up some secrets. The last thing I want to do is set down at a table to play as a player and be hashing out what is actually going on in the setting like a collaborator on a script revision team, trying to come up with a script for an episode with a deadline.
A) are you focusing on the story , or what you are trying to do to players?

B) That is what out of game time is for. You gather your thoughts, think about what happens. Surprises come in many forms. For ex. Last week my players were in a necro lair, finding a copy of Necro weekly, a self updating magazine developed for the necromancer community. In this dungeon they came across a new type of undead which was extremely dangerous. After fighting one and making it out alive, my player asked, these are brand new yes? Are they featured in the magazine? I laughed and thought, that was a great idea and officially they were literally created for that weeks campaign...So I gave it to him, a full spread on this new type of undead, its strengths and weaknesses and the entire group laughed and thought it was the best.

C) This is false. Each year I sit my players down for a saga, go over the context of what is to be roughly expected, what is at stake, and try to get people to plan as a team. After which, I go for 1-2 years on a given campaign and they follow it through. I am just now getting the height of a campaign I planned over 20 years ago. Again, if you attach your GMing to the story and not what to do to the players you may find Ab libbing easier.

D) Again this is done outside of gaming where you think about the relationships of both the characters and the baddies. Some of us have a library of characters, motivations and backstories that can be called upon or created at a moments notice. In these cases those BGC's ( Background characters) are just as real as the players. Naturally there is a limit. If you want to get into the life and death of Jackwise the Smith, I am either going on a tangent or he is going to tell you ta mind yer own business!

E) I mean do secrets make the game? There is knowledge the characters have, and that which they do not. Again, I would base that on more real life to be played out. Revealing secrets often leads to story development but being secretive for secretive sake would be lost on me. That said having the characters in game, develop plans with the information they have is legit fine with me. But, keeping in mind that I run through a story, the motivations of the BGC's most likely are decided, or have been decided based on my story, making it flexible.

Lastly, I can see this breaks down to style of game play and preference, so in effect neither way is wrong. I have listed counters to your points not as an adversarial approach, rather to demonstrate a different approach. I am sure both work.
 

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