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

I plan a ton because I don't want the players to feel railroaded. So that makes me feel like I need to have a ton of contingencies in place, and it also means that I prep a lot of material that never gets used, or gets used years later, often in a different campaign. For some games, the players will completely bypass most of the stuff I had prepped (including the phystical terrain sets I might have prepped, anticipating choices that never happened).

I absolutely do not think heavy prep should be equated with a "railroad" style campaign; in fact, I think it's the opposite. A heavily railroaded adventure takes the least prep.
 

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Just to add few points. Stuff that helps me with winging it. These days, i'll mostly run oWoD. I use our hometown as starting point, keep my stories contained mostly to our region (or use european cities we all have visited and have enough familiarity) and use present day as is, just with supernaturals in it. Helps with npc naming, locations, world events, etc. I'll read something on the news portal about yet another corruption scandal and use it as a hook (that politician was actually thrall of Camarilla prince, who aired dirty laundry to the press? Go, find out).
 


I absolutely do not think heavy prep should be equated with a "railroad" style campaign;
It's a linear adventure is it not? I mean, as long as the players want to follow the prepped plotline.
in fact, I think it's the opposite. A heavily railroaded adventure takes the least prep.
I am very curious...why do you think this? Is it that lack of prepped material will encourage a GM to force players to follow a prepped plotline?
 

I plan a ton because I don't want the players to feel railroaded. So that makes me feel like I need to have a ton of contingencies in place, and it also means that I prep a lot of material that never gets used, or gets used years later, often in a different campaign. For some games, the players will completely bypass most of the stuff I had prepped (including the physical terrain sets I might have prepped, anticipating choices that never happened).

I absolutely do not think heavy prep should be equated with a "railroad" style campaign; in fact, I think it's the opposite. A heavily railroaded adventure takes the least prep.

This is 100% correct. The reason I prepare so much is so the game won't be on rails. The more I prep, the less on rails it would be, it's just I can't possibly spend the time it would take to go from my already prep heavy Narrow->Broad->Narrow to a true sandbox without narrow gates.
 

A lot of the time I'm running pre-published adventures, so ... I guess that's planning everything out, only I didn't do it? Obviously, I ad-lib and alter on the fly, but I'm running off of someone's planning session.

This is why people buy adventures. It saves them prep time. You're paying someone else to do it.
 

It's a linear adventure is it not? I mean, as long as the players want to follow the prepped plotline.

Even the most linear adventure, say Tomb of Horrors will provide different experiences to different groups. There will be a lot in common but how they dealt with or failed to deal with different traps and the different solutions that they applied to the Tomb will all be different. You'll have a lot in common, but you will have different transcripts of play. So even a linear adventure allows for Expression and has different walks through it on the "micro" level.

I am very curious...why do you think this? Is it that lack of prepped material will encourage a GM to force players to follow a prepped plotline?

A couple of reasons. First, a lack of prepped material means that the only thing on offering is what the GM imagines at the moment. And secondly, a lack of prepped material makes it much easier for a GM to force outcomes of scenes to be whatever the GM imagines is the most fun. Lack of prepped material tends to reduce the amount of "Sign Posts" - that is the number of things in the setting that players can interact with in order to find novel things in the setting. If you are improvising, the tendency is to provide zero to one sign posts. There are either no clues what to do next or just the one clue. The more you spend detailing the setting the more "sign posts" you have to lead to areas that you probably don't consider when improvising.

In both cases, players can head off into the fog without a clear or intended sign post and you have to improvise. In my recent game the players wanted to find out how the terrorist organization was getting information about caves since they knew from briefings that the organization used caves in which to hide and lose pursuers. While that was an "obvious" thing to do, I hadn't recognized this as a "Sign Post" when I prepared, so I had to improvise. The choices and density of information I could provide when improvising was certainly less than if I had prepared for this path ahead of time. And the number of alternative paths to what I was improvising was reduced compared to exploring a path which had more details.

The players don't get fewer choices to make when you detail the setting more. They get more. More importantly, they get more signals about what choices that are available. With few signals they tend to only go in obvious directions and that makes it really easy to consciously or unconsciously steer the players through a very linear series of bread crumb paths. The fact that those linear bread crumb paths were improvised on the fly doesn't make them less linear, nor does it mean the players had more choice just because you hadn't planned head of time for them. GMs without prep invariably thump down one sign post that then the players just follow along to the only location they can "see".

The less of the world that preexists the players interacting with it, the less agency the players actually have. If nothing comes into being until the players interact with it, then everything that is created is created in response to the GMs biases about the current path the players are on and the GM has vastly more options than one that has prepped if the prepared GM feels staying true to his preparation is a contract.

Think about chasing after a criminal. If I prep ahead of time how the criminal plans to make a getaway, then the criminal has limited choices and the players can make choices that thwart him. But if I don't prep ahead of time how the criminal plans to make the getaway, then I'm inventing resources for the NPC knowing now what choices the players are going to make. In effect, I'm always simply deciding by fiat whether I want the players to succeed now or not, since the criminal could have whatever plan would thwart the PC's particular choices. I can never know whether I would have, on behalf of the criminal, made the same choices while blind to the PC's actions or intentions or schemes.
 
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I used to ad lib. I think that was more from a lack of time to do much prep other than "Sexy goblins?". I'm not sure I was ever really good at it. I guess I was passable as my friends kept showing up to play.

Nowadays, I like to plan. Then I consider "What if". What if this NPC dies, what if the PCs go a different direction, what if.... Most of that never sees the light of day, but it's there for me so I don't panic.

(The very first game I ever ran years and years ago, I introduced a villain to the party. The party decided she was way too scary and ran off to hunt pirates instead. I think that taught me some good lessons and I kinda think that its something all GMs should experience to some degree.)

I think part of my shift from ad lib to planning focused is when I started playing and running games that were more stationary. When the party wasn't cavorting about the map visiting new locations constantly. I really like it when the game is set in one locale. Which means I want to have a good framework for what is there. Who is in charge, who runs the general store, what's the priest's name? Leaving the framework loose enough allows the other players to add their own ideas to it, too.

Thankfully(?), these days my group seems to be down with following whatever the GM has planned. We all have jobs, families, and responsibilities. So we're more than happy to follow the plot hooks whomever is GMing has placed for us. Kobolds in a spooky cave? You got it, dude!
 

I'm mostly a planner where I have enough to go on (ideally by asking what the players intend to do next session) but having enough of an idea about the area of the PCs are in to be able to adlib if necessary. One time I assumed too much (I hadn't asked), the session I had planned was completely not what the players ended up doing so I had to adlib the entire thing, still worked well and the players had a lot of fun.
 

I do a good amount of pre-campaign prep setting the frames with factions, lots of major and minor NPCs with different goals, campaign start intrigues, conspiracies, and power struggles. The I let the PCs loose in the world, lean back, and just riff on my PCs actions, fears, paranoia, wrong conclusions and bad plans. Lots of ad libing and improvising, that’s where I get my real fun and creative outlet.
 

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