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Your Top Tip(s) for Prepping a Published Adventure
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<blockquote data-quote="Fenris-77" data-source="post: 7896235" data-attributes="member: 6993955"><p>Some of those bigger modules break down nicely into subsections that can essentially be run one piece at a time. Phandelver and Dragon Heist come to mind. If I were to pick how to prep for those I'd probably favor prepping in-between bits for the part I'm running over getting too deep into what comes after that. Players have a way of doing to unexpected, so I always like to have a couple of extra adventure bits ready for when they zig instead of zag, So long as you're a session or so ahead, and have a rough idea what the whole thing is going to look like you're probably ok.</p><p></p><p>I'm not suggesting that you don't read the whole thing first btw, only that you don't need to prep it all before hand. If you prep too far ahead stuff could change because of player actions and you have to re-jig it anyway. If it's more than a couple of sessions away I have back of napkin notes at best.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7896235, member: 6993955"] Some of those bigger modules break down nicely into subsections that can essentially be run one piece at a time. Phandelver and Dragon Heist come to mind. If I were to pick how to prep for those I'd probably favor prepping in-between bits for the part I'm running over getting too deep into what comes after that. Players have a way of doing to unexpected, so I always like to have a couple of extra adventure bits ready for when they zig instead of zag, So long as you're a session or so ahead, and have a rough idea what the whole thing is going to look like you're probably ok. I'm not suggesting that you don't read the whole thing first btw, only that you don't need to prep it all before hand. If you prep too far ahead stuff could change because of player actions and you have to re-jig it anyway. If it's more than a couple of sessions away I have back of napkin notes at best. [/QUOTE]
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