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<blockquote data-quote="steeldragons" data-source="post: 5719822" data-attributes="member: 92511"><p>Well, it kinda does. Do your people want to fight everything they see? Are they looking for mysteries or interested in encountering NPCs in )for lack of a better term) "meaningful" ways? Is tthere something in a PC's background (or multiple PC's backgrounds) that is being used/pulled in to the plot? All of these, ans countless other, options are completely dependent on the particular group and play style you're going for. </p><p></p><p>My, specific, amount of prep is generally dependent on what I know my group is looking for out of the session. If it is a big long storyline, then there's more preparation needed, more notes, more pre-prepared encounters. If it's just going to be a relaxing "one-shot" night or a published module, then less so.</p><p></p><p></p><p></p><p>Depends. I'll try to give my own experiences to the specifics you request.</p><p></p><p></p><p></p><p>If it's a published module that has them, then yes I try to make use of one of those tables at least once in the game...They are there, afterall. My problem with these is that oftentimes, some encounters on the table don't "make sense" to the given terrain or set-up of the story. So then I'll change it to something that does "make sense" to me.</p><p></p><p>If it's not a published adventure, then I generally have an idea of a few (maybe even only a d4) possible encounters that are not "rooms", if you will, or "plot important." </p><p></p><p></p><p></p><p>I will have a set of encounters for, what I'd consider, the "entire game." But, one can't always expect the PC's to take the bait, as it were. So being somewhat flexible on any or all of those being left by the wayside is kind of necessary. </p><p></p><p>It is also completely dependent on where the adventure is taking place? Is it a wilderness stretch/do I have to think abiout what sort of wild animals or a group of roving bandits around or maybe a patrol of men-at-arms from a neighboring fief/kingdom? Is the party in a castle or village? Should there be patrols of soldiers, servants, merchants in the marketplace, priests in the local temple (who is the local temple/populace devoted to?)? Are they in a "dungeon"/caverns -what lives there? What lives next to what lives there? I'm not a huge stickler for "realistic ecology" but it should generally, again, "make sense" to me. The ravenous troll 20 feet down a passageway from a kobold warren isn't going to be "ravenous"...just sick of eating kobolds all of the time...and the kobolds may be willing to parley for help in eliminating their vastly superior/ever-hungry neighbor. That kind of thing.</p><p></p><p></p><p></p><p>Hmmm. This kind of goes to what system you are using. For me (either Basic or 1e or 2e hybrid) then no, I don't stat them. I have the stats I need in reference books (the MM or the back of the 1e DMG). For later editions, my understanding is monsters are far more "individualized" and so maybe then I'd make up a separate listing for this or that specific monster. If I have something interesting/different than your "average" monster , then of course, I make that note.</p><p></p><p>(Using the troll/kobold example from above) Let's say the troll is actually smart enough to have acquired some plates of armor and a bastard sword from previous foolish adventurers. The shaman community has a shaman who's been in charge since the troll recently snacked on the chieftain and top warrior/champion...so I need to make a spell list for that and some cursory conception of how he is maintaining his authority/control of the rest of the warren. A couple of notes will do, with alterations to the published stats as necessary (alter AC, HP, spells, special/different weapons -and damage, a "personality" note or two.)</p><p></p><p>4</p><p></p><p>I have a map to give me an idea of how many "rooms" I need to prepare, where traps might go (WHY and HOW the traps are there?!), populate it with creatures that "make sense" for the dungeon and surrounding environs and, as I said, work out a reasonable (if not entirely "realistic") ecology and social framework for how all of these things are being found in the same place.</p><p></p><p></p><p></p><p>Ah. THIS requires, for me anyway, <em>much</em> more prep. Since you have (or should have), people for the PCs to interact with...any/everywhere they go. </p><p></p><p>What is the compliment and (roughly) organization of the city guard? Is there a thieves' guild working in certain parts of the city? A mage's guild/tower? A merchant's guild...what do they trade in/control trade of (andd make sure that "makes sense" for the given geography and social structure)? In a city of even small size, I would say, multiple temples of various gods...are they politically aligned...at each other's throats? WHO's in charge?! Is there a Duke running the city, a Council (of elders? ministers? guild leaders?), an 'elected' mayor or local hero who acts as the final say...and then, how do the various factions/organizations in the city interact with the ruler and each other?</p><p></p><p>Some things can be answered in a single sentence or a cursory view/understanding...but if the PCs decide to pursue a particular plot/storyline...one should have, at least, a cursory understanding of how all of the various parts of the city intertwine...it can always be fleshed out later, as needed, but you should have at least a vague "jumping off" point...just for your own sanity. hahaha.</p><p></p><p>Then, of course, there are the NPCs of note (a particular innkeeper or two, local priests, mages, aristocracy of influence, a captain of the guard perhaps -if the party is prone to get into "legal trouble", a merchant of goods you expect the party to be interested in acquiring, a smith for repairs or sale of arms and armor)...Any/all of these potential NPCs need, at least some cursory, stat-ing...and, at the very least, I'll make note of their appearance and common demeanor should I have to "pull them out" so to speak, in play.</p><p></p><p>Yes, cities are a LOT of work. Naturally, the smaller the "civilized" area the less work/personas you need to worry about. The border/farming village or mid-sized trading town require significantly less than the capitol city or crown palace.</p><p></p><p></p><p></p><p>Ha! I used to do this kind of thing...when I had a long running group and knew the peple very well. I might not have it written down, but could guess contingencies for what was likely to be asked or courses of actions by various players. Years of DMing have taught me...Don't bother! lol. The players will ALWAYS come up with something you hadn't thought of. So I find cursory framework and limited notes work best. The rest comes out/gets developed on the fly in play.</p><p></p><p></p><p></p><p>This is really...a case-by-case kind of question. Not group-by-group, but interaction-by-interaction.</p><p></p><p>I can't tell you the number of NPCs over the years I've had all geared up and prepared to be helpful and then, when the party actually encounters them, through their own actions and comments, they're lucky not be thrown out of town or in chains by the time they're finished. </p><p></p><p>This is where it is necessary to have an idea of the NPCs personality and demeanor? Are they a "do-gooder" who will overlook some social...misbehavior? Are they a haughty aristocrat or nobility who, while willing to be helpful, will not tolerate a breach of protocol? Are they a dishonorable merchant just looking to fatten their own pockets, regardless of what the PCs say or do? Are they looking to manipulate the PCs to their own devices? </p><p></p><p>These are typically mental notes (but as the years progress, I have noticed more things get written down. haha). Even just a single word to remind myself: NPC is -openly helpful, cautious or guarded (but<em> is</em> in the know/<em>can</em> help the party if they prove they can be trusted)...Are they just reserved but not necessarily hostile?...or are they determined to NOT be helpful? A blatant liar or subtle manipulator?</p><p> </p><p>How much or reliable the info obtained by the party is, really, entirely up to them and their actions/handling of the situation.</p><p> </p><p>Generally speaking, I always have/know what info is/<em>could</em> be available to them and from whom, but how much of that gets shared or utterly "missed" by the PCs is completely in the players hands.</p><p></p><p>I, personally, try not to have anything that is "crucial"/necessary for the party to succeed. But if a plot demands that sort of thing...then one can add in an anonymous tip/or mysterious message being sent to them...have one of the PCs run across or overhear something simply by chance...there's always the local "rumor mill" where info may or may not be accurate/true.</p><p></p><p></p><p></p><p>See above. It's in the players' hands. That said, I do keep an eye/thought on what the players/PCs have, in the case of "skills" and how they generally run their characters...but it's never a 100% thing that they will do what I think they will/find the info they're seeking. It's up to how they go about trying to obtain it.</p><p></p><p></p><p></p><p>Well, there you go...from my perspective/experience. Hope some of it is helpful.</p><p></p><p>Good luck and happy gaming.</p><p>--Steel Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5719822, member: 92511"] Well, it kinda does. Do your people want to fight everything they see? Are they looking for mysteries or interested in encountering NPCs in )for lack of a better term) "meaningful" ways? Is tthere something in a PC's background (or multiple PC's backgrounds) that is being used/pulled in to the plot? All of these, ans countless other, options are completely dependent on the particular group and play style you're going for. My, specific, amount of prep is generally dependent on what I know my group is looking for out of the session. If it is a big long storyline, then there's more preparation needed, more notes, more pre-prepared encounters. If it's just going to be a relaxing "one-shot" night or a published module, then less so. Depends. I'll try to give my own experiences to the specifics you request. If it's a published module that has them, then yes I try to make use of one of those tables at least once in the game...They are there, afterall. My problem with these is that oftentimes, some encounters on the table don't "make sense" to the given terrain or set-up of the story. So then I'll change it to something that does "make sense" to me. If it's not a published adventure, then I generally have an idea of a few (maybe even only a d4) possible encounters that are not "rooms", if you will, or "plot important." I will have a set of encounters for, what I'd consider, the "entire game." But, one can't always expect the PC's to take the bait, as it were. So being somewhat flexible on any or all of those being left by the wayside is kind of necessary. It is also completely dependent on where the adventure is taking place? Is it a wilderness stretch/do I have to think abiout what sort of wild animals or a group of roving bandits around or maybe a patrol of men-at-arms from a neighboring fief/kingdom? Is the party in a castle or village? Should there be patrols of soldiers, servants, merchants in the marketplace, priests in the local temple (who is the local temple/populace devoted to?)? Are they in a "dungeon"/caverns -what lives there? What lives next to what lives there? I'm not a huge stickler for "realistic ecology" but it should generally, again, "make sense" to me. The ravenous troll 20 feet down a passageway from a kobold warren isn't going to be "ravenous"...just sick of eating kobolds all of the time...and the kobolds may be willing to parley for help in eliminating their vastly superior/ever-hungry neighbor. That kind of thing. Hmmm. This kind of goes to what system you are using. For me (either Basic or 1e or 2e hybrid) then no, I don't stat them. I have the stats I need in reference books (the MM or the back of the 1e DMG). For later editions, my understanding is monsters are far more "individualized" and so maybe then I'd make up a separate listing for this or that specific monster. If I have something interesting/different than your "average" monster , then of course, I make that note. (Using the troll/kobold example from above) Let's say the troll is actually smart enough to have acquired some plates of armor and a bastard sword from previous foolish adventurers. The shaman community has a shaman who's been in charge since the troll recently snacked on the chieftain and top warrior/champion...so I need to make a spell list for that and some cursory conception of how he is maintaining his authority/control of the rest of the warren. A couple of notes will do, with alterations to the published stats as necessary (alter AC, HP, spells, special/different weapons -and damage, a "personality" note or two.) 4 I have a map to give me an idea of how many "rooms" I need to prepare, where traps might go (WHY and HOW the traps are there?!), populate it with creatures that "make sense" for the dungeon and surrounding environs and, as I said, work out a reasonable (if not entirely "realistic") ecology and social framework for how all of these things are being found in the same place. Ah. THIS requires, for me anyway, [I]much[/I] more prep. Since you have (or should have), people for the PCs to interact with...any/everywhere they go. What is the compliment and (roughly) organization of the city guard? Is there a thieves' guild working in certain parts of the city? A mage's guild/tower? A merchant's guild...what do they trade in/control trade of (andd make sure that "makes sense" for the given geography and social structure)? In a city of even small size, I would say, multiple temples of various gods...are they politically aligned...at each other's throats? WHO's in charge?! Is there a Duke running the city, a Council (of elders? ministers? guild leaders?), an 'elected' mayor or local hero who acts as the final say...and then, how do the various factions/organizations in the city interact with the ruler and each other? Some things can be answered in a single sentence or a cursory view/understanding...but if the PCs decide to pursue a particular plot/storyline...one should have, at least, a cursory understanding of how all of the various parts of the city intertwine...it can always be fleshed out later, as needed, but you should have at least a vague "jumping off" point...just for your own sanity. hahaha. Then, of course, there are the NPCs of note (a particular innkeeper or two, local priests, mages, aristocracy of influence, a captain of the guard perhaps -if the party is prone to get into "legal trouble", a merchant of goods you expect the party to be interested in acquiring, a smith for repairs or sale of arms and armor)...Any/all of these potential NPCs need, at least some cursory, stat-ing...and, at the very least, I'll make note of their appearance and common demeanor should I have to "pull them out" so to speak, in play. Yes, cities are a LOT of work. Naturally, the smaller the "civilized" area the less work/personas you need to worry about. The border/farming village or mid-sized trading town require significantly less than the capitol city or crown palace. Ha! I used to do this kind of thing...when I had a long running group and knew the peple very well. I might not have it written down, but could guess contingencies for what was likely to be asked or courses of actions by various players. Years of DMing have taught me...Don't bother! lol. The players will ALWAYS come up with something you hadn't thought of. So I find cursory framework and limited notes work best. The rest comes out/gets developed on the fly in play. This is really...a case-by-case kind of question. Not group-by-group, but interaction-by-interaction. I can't tell you the number of NPCs over the years I've had all geared up and prepared to be helpful and then, when the party actually encounters them, through their own actions and comments, they're lucky not be thrown out of town or in chains by the time they're finished. This is where it is necessary to have an idea of the NPCs personality and demeanor? Are they a "do-gooder" who will overlook some social...misbehavior? Are they a haughty aristocrat or nobility who, while willing to be helpful, will not tolerate a breach of protocol? Are they a dishonorable merchant just looking to fatten their own pockets, regardless of what the PCs say or do? Are they looking to manipulate the PCs to their own devices? These are typically mental notes (but as the years progress, I have noticed more things get written down. haha). Even just a single word to remind myself: NPC is -openly helpful, cautious or guarded (but[I] is[/I] in the know/[I]can[/I] help the party if they prove they can be trusted)...Are they just reserved but not necessarily hostile?...or are they determined to NOT be helpful? A blatant liar or subtle manipulator? How much or reliable the info obtained by the party is, really, entirely up to them and their actions/handling of the situation. Generally speaking, I always have/know what info is/[I]could[/I] be available to them and from whom, but how much of that gets shared or utterly "missed" by the PCs is completely in the players hands. I, personally, try not to have anything that is "crucial"/necessary for the party to succeed. But if a plot demands that sort of thing...then one can add in an anonymous tip/or mysterious message being sent to them...have one of the PCs run across or overhear something simply by chance...there's always the local "rumor mill" where info may or may not be accurate/true. See above. It's in the players' hands. That said, I do keep an eye/thought on what the players/PCs have, in the case of "skills" and how they generally run their characters...but it's never a 100% thing that they will do what I think they will/find the info they're seeking. It's up to how they go about trying to obtain it. Well, there you go...from my perspective/experience. Hope some of it is helpful. Good luck and happy gaming. --Steel Dragons [/QUOTE]
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