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Prep

Started by RPGPundit, February 26, 2009, 03:51:11 PM

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RPGPundit

What do you do, typically, before running a game?
How long does it take to prep the adventure?
Is there anything in particular that you do on the day you're running it?
Anything special you do at the start of a session?

RPGPundit
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Blackleaf

It depends on the game (of course).

Right now I'm working on a map with corresponding static encounters and wandering monster tables.  I made an old school looking module cover for the game and posted it to the Facebook event page last night. :)

Drohem

When I first started out as a GM, I would have to have everything detailed before I could run.  I am sure it partially due to my mild compulsive-obsessive disorder (self-diagnosed).  Obviously, this was an exercise in futility for many reasons and on many levels, but it took me years to figure it out.

These days, my preparation time is significantly reduced.  I read and/or review the material about five days or so prior to the session.  I mull over the legion of tangents that might possibly arise during the session.  The night before and day of the session I will review the statistic blocks for all the major encounters.

Also, these days I play over the Internet via Skype and MapTool.  So, there is some added preparation in regards to the online format of gaming.  I have to create the necessary maps in MapTool.  I usually create the maps first, which is usually about the week prior to the session.  In preparation, I also create all the tokens/pogs needed for the session.  I also create all the macros (dice rolls, possible statements the token my make during play, etc.) for the tokens.  The day of the session, I usually review the player character sheets to get a loose feel for their capabilities and highest possible rolls.  

Just prior to the session, I open all the necessary programs and review the major plot points, encounters, and NPC motivations.

Now days, I am much more comfortable with playing off the cuff and don't need everything detailed prior to play.  As an example, when I was a younger GM I would like to have created the NPC thug by the book.  As an experienced GM, now I just adjudicate that the thug has xyz bonus to hit and xyz bonus to damage, and xyz hit points.

counterspin

I ran 3e for a long time, and I would generally spend about an hour writing up encounters.  I'd thumb through the MM looking for interesting combinations of monster abilities and then reskin the monsters so they'd work together.  Before that I ran WW, and I did almost no preparation.  I statted out some important NPCs so I wouldn't succumb to the temptation to give them the exactly right power for the situation that exists in an off the cuff unplanned confrontation.  With 4e, I've gone back to doing pretty much no prep work.  I sometimes will take fifteen minutes, half an hour to plan, but I find that often my extemporaneous stuff is better than my planned stuff.  The weak point is treasure, which I need to be better about.

flyingmice

Quote from: RPGPundit;286058What do you do, typically, before running a game?
How long does it take to prep the adventure?
Is there anything in particular that you do on the day you're running it?
Anything special you do at the start of a session?

RPGPundit

I prefer having about 1-2 days before the campaign starts to come up with maps, NPCs, their goals and motives, organizations, resources, opening situation, and the like.

I am able to run with zero prep, creating everything on the fly.

Usually, I need to do zero prep between sessions, but if the PCs want to go to a specific place, and I have time, I'll map it. Or if a chance-met NPC looms suddenly large because of PC choice, I'll flesh him or her out.

-clash
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Lawbag

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Soylent Green

I haven't really figured out what works for me yet in terms of prep, which is a little sad I have been GMing for a rather long time.

I have frequently over-prepped or under-prepped. To much prep and you risk suffocating the players, too little and you might fail to inspire and excite the group. Between the two over-prep is probably worse. But here is the real problem - until the game actually starts I rarely can tell if I've done too much or too little prep.

It easier to prerp for a game in an ongoing campaign and you know who the player characters are, but these days, in our group we don't really get to play that regularly so we have to rely more on one-offs and episodic games and more often than not I have to create some sort of plot before I even know who the characters it is intended for, which kind of sucks.

I don't tend to run crunchy games so at least I don't that worry of having to build 3e style encounters or map out dungeons. I also don't tend to use published scenarios. Your mileage may vary, but Pendragon is the only rpg I ever found in which published scenarios were worth a damn.

Often I come up with *cough*steal*cough* a premise for the adventure which I find cool, for instance a "Groundhog Day adventure" or "actor androids left on their own too long go nuts" adventure.  Then comes the head scratching about spin this into something playable and figure out how the players characters fit in - which as I mentioned above I probably don't know yet.

I quite often like to start the adventure with a loaded situation and than just see where it goes. When that works it's great, when it doesn't it a pitiful sight to behold.

Over the past couple of years I've been trying out systems with different approaches towards pre and plotting, including dare I say it here, a few Forge games. Some of the ideas I though were interesting but I still have not found the thing that really works for me.

You read on fora such as this about so many GM's who are masters of their craft, who know exactly what they want and how to get it. I've never been one of those.
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jasonga

I pretty much just spend an hour or so just before the session making a few notes about NPCs, events that may happen around them (so the PCs can interact or not), and reminding myself what happen last session (and loose threads, etc). If there's a situation the PCs are going to be put in that they can't avoid I might spend a little bit more time working out specifics, but usually I go into play without any greatly detailed plan and wait to see what the PCs do.

This method has it's good and bad points - it forces lots of improvisation which means it works off what the PCs are doing (not forcing them to do just one thing), but can mean less "depth" for some plots ideas they decide to get involved in.
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Captain Rufus

Depends on the game.  Module based ones I read the module over once, and of course have read the rulesbook through (minus annoying skill and power laundry list sections of course!) if its a game I haven't read in years or a new one.

If its a homebrew adventure I usually have a couple pages of stats and notes with a brief outline of the adventure.

During play I will refer to the books and notes as needed, plus make more notes as players do the unexpected.  (Like a nWoD Mortals game where 1 page of notes for what should have been a single 3-4 hour game took 4-5 sessions due to players doing other things, heavily roleplaying, ect.  It actually caused me to redevelop parts of the adventure to fit what they were doing, plus created new friendly NPCs that they would have as contacts and such.)

Silverlion

I make notes for the adventure ahead, mostly "Hey what's going on?" and a few notes for key NPC's.
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The Shaman

Quote from: RPGPunditHow long does it take to prep the adventure?
For Traveller . . . what adventure?!?

Random encounters rule.
Quote from: RPGPunditIs there anything in particular that you do on the day you're running it?
Well, without getting into too much detail, it involves the The Shamaness, the Kama Sutra, and a Leia-slave-girl outfit.

I take my prep seriously.
Quote from: RPGPunditAnything special you do at the start of a session?
Warm up well, stretch, and hydrate - that last one is key.

You want to leave it all out there on road.
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KenHR

At the start of a campaign, I tend to put in a lot of work to get the "feel" of the setting, identify major conflicts and set in motion background events.  Most of this is never seen by the players, but satisfies my sense of verisimilitude.

Once play starts, I do little prep.  I might draw up a list of NPC names and the like to aid in the improv, but like the Shaman says, random encounters do, indeed, rule.
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flyingmice

Quote from: The Shaman;286119Random encounters rule.Well, without getting into too much detail, it involves the The Shamaness, the Kama Sutra, and a Leia-slave-girl outfit.

So... you wear the Leia outfit and the Shamaness wears the Kama Sutra? Kinky!

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
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Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

droog

Quote from: flyingmice;286074I prefer having about 1-2 days before the campaign starts to come up with maps, NPCs, their goals and motives, organizations, resources, opening situation, and the like.

I am able to run with zero prep, creating everything on the fly.

Usually, I need to do zero prep between sessions, but if the PCs want to go to a specific place, and I have time, I'll map it. Or if a chance-met NPC looms suddenly large because of PC choice, I'll flesh him or her out.

I'll copy this answer.
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Pseudoephedrine

I like to take a couple of hours and plan out possible encounters, loot, and the overall flow of the session. Since no plan survives contact with the PCs, I spend most of my prep time planning for contingencies.

I can play on the fly, but I find the quality of game suffers unless the PCs are very proactive.
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