Never Unprepared Guideto Prep 2019
Never Unprepared Guideto Prep 2019
Never Unprepared Guideto Prep 2019
Mention of ©, ®, or TM products
Indexers: Martin Ralya, Phil Vecchione and services is not intended as a
Proofreaders: Robert M. Everson, Daniel Milne challenge to those rights or marks,
or to their holders. All such products
and services are the property
Capitalist Tool: Kurt Schneider of their respective owners.
Dedication
To my wife Florence, for putting me onto this path, and
supporting all my gaming and other endeavors over the years.
2
Contents
Foreword. . . . . . . . . . . . . . . . . . . . 4
Introduction . . . . . . . . . . . . . . . . . . 6
How to Use This Book . . . . . . . . . . . . . 7
Understanding Prep . . . . . . . . . . . . . . 9
1: Prep is Not a Four Letter Word . . . . . . . 10
2: The Phases of Prep . . . . . . . . . . . . . 15
3: Brainstorming . . . . . . . . . . . . . . . 21
4: Selection. . . . . . . . . . . . . . . . . . 28
5: Conceptualization . . . . . . . . . . . . . 38
6: Documentation. . . . . . . . . . . . . . . 48
7: Review. . . . . . . . . . . . . . . . . . . 58
Prep Toolbox. . . . . . . . . . . . . . . . . 66
8: Tools for Prep . . . . . . . . . . . . . . . 67
9: Mastering Your Creative Cycle. . . . . . . 75
Evolving Your Style. . . . . . . . . . . . . .85
10: Your Personal Prep Templates . . . . . . . 86
11: The Prep-Lite Approach . . . . . . . . . . 99
12: Prep in the Real World. . . . . . . . . . 106
Conclusion . . . . . . . . . . . . . . . . . 117
References and Inspiration. . . . . . . . . 119
Index . . . . . . . . . . . . . . . . . . . . 121
Contributor Bios . . . . . . . . . . . . . . 128
3
Foreword
I don’t know how I missed hearing about this book when it first
came out. Sometimes, that’s the way life goes. You think you know
everything you need to know, or that you have all the tools you
need, and then someone who knows you really well says, “Hey, I’m
sure you’ve already read this book (or tried this food or become
friends with this person), but if you haven’t, I bet you’d like it.”
And suddenly this new awesome thing is in your life, and you can’t
believe you didn’t know about it already.
Never Unprepared is that kind of book.
Those of you who have played in games that I’ve run might find
it hard to imagine me preparing for my games. I’m a complete
“pantser” when it comes to running games. (The term, if you’re not
familiar with it, comes from the book writing community, where
a “plotter” is someone who, well, plots their book and a pantser is
someone who writes their book by the seat of their pants, never
knowing where they’re going ahead of time.) Basically, it means I
pull things out of my butt, steal all my players’ best ideas (and then
turn it against them), and never, ever have a plan.
In other words, I ALWAYS come unprepared. To books. To life.
And definitely to GMing.
Or so I thought.
Reading this book made me realize that I actually am much more
prepared when I show up to run a game than I think I am. How
is that possible? Because I inherently utilize a lot of the techniques
that Phil recommends. I just didn’t realize it until now.
If only I’d had this book to guide me back when I started GMing
so many years ago. Instead, it took me years and years of Gming—
and years of failing—before I figured out some of the techniques
he recommends. I just did so by trial and error, until it became
an ingrained part of my “no-prep” GMing style. It’s like muscle
memory—you do it enough, and you don’t even realize you’re
doing it. The way you can drive from home to work and not really
remember doing so.
4
Foreword
But thankfully, you can save yourself from years of trial and error
by reading this book. (Don’t be like me, kids! Save yourselves!).
Phil’s done the trial and error for you already—so now you can just
sink into his wisdom and reap the benefits.
A lot of teaching, I think, is striking the right tone (and I say this
as someone who’s sat on both sides of the proverbial teacher’s desk).
This entire book carries the tone of someone who is filled with
knowledge, has your back, and only wants the best for you—and
for your players. So when Phil says, “Okay, it’s just you and me right
now, and I’m not really there. No GM really likes to talk about
their weaknesses, but we all have them. We’re going to talk about
your weaknesses now, and it’s okay because I’m not going to tell,” I
believe him. I put my trust in him. That means I can let my guard
down, admit my flaws, and then work on finding solutions.
So put your trust in this book. Inhale it. Make notes. Try out the
techniques. Use the tools Phil provides you. Be so prepared that
you don’t even realize how prepared you are.
In other words, “Hey, I’m sure you’ve already read this book, but if
you haven’t, I bet you’d like it.”
Shanna Germain
Co-owner, Monte Cook Games
July 2018, Seattle, WA
5
Introduction
I’ve never read an RPG or supplement that has told me how to prep for my sessions.
Most of them talk about encounter building and campaign planning, but none of
them lay out what information needs to be in my session notes, how long my notes
should be, or even the best way to record them. I don’t know if that’s an unrealistic
expectation to place on game designers, but since the dawn of the hobby we GMs
have been left to wander in the desert trying to figure out how to prep our sessions.
The RPG blogging community has done some work to help advance this aspect of
GMing, but the number of articles on how one should prepare their session notes
is drowned out by a deluge of articles on how to speed up combat, the best class
combinations to take, and the reasons to love/hate every version of Dungeons &
Dragons TM. If you’re lucky, you may stumble on the occasional article with some
nuggets of information which, through trial and error, can be cobbled together into
some kind of system to prepare for your game.
The end result is that many GMs hate to prepare their session notes. I have yet to
encounter a GM who is excited to prepare their notes—at best, they have made some
kind of uneasy truce when it comes to getting their prep work done. Not me: I am
a GM who likes to do my prep. Not because I like to give up time for other forms
of leisure to write encounters, but rather because I have come to appreciate that the
time I spend on my prep will make the games that I run so much better. I have also
created a personal system whereby I am not a slave to my prep; instead, my prep is a
minor to-do accomplished in the course of my day.
My goals in writing this book are to share my own experiences with, and techniques
for, session prep; and to make prep much less painful—and perhaps even pleasant—
for GMs. To the best of my knowledge, this is the first gaming book ever written
exclusively about game prep.
What I share in Never Unprepared: The Complete Game Master’s Guide to Session
Prep is not a specific method for how to prepare for a game. That kind of approach is
novel but inflexible and will become stale as our hobby continues to evolve. Rather
this book looks at prep in a more holistic way, identifying its role and your specific
needs, but will require you to determine how to meet those needs. Don’t worry,
though: There are plenty of tips and suggestions on how to do exactly that in this
book.
When you have completed the book, uncovered those needs, and worked to solve
them, the end result will be your prep system—and you will know how to grow and
adapt that system as you run different games and embark on different campaigns.
Phil Vecchione
Buffalo, NY
March 2012
6
How to Use this Book
Never Unprepared is designed to be read, internalized, and adapted for your own use
as a GM. Whether you’ve run a few games, never run one, or have run hundreds or
thousands of sessions, you’ll find things in this book that you can put to use right
away to improve, streamline, and better understand your prep process.
7
How to Use this Book
different ways. I have written and run thousands of sessions, and have been un-
derprepared, over-prepared, and sometimes just prepared enough. In the course of
running those games, I’ve developed a good feel for what common elements appear
in the prep for any game.
When I am not in my basement gaming (yes, I game in my basement), writing gam-
ing books (I was one of the authors and designers, as well as the project manager,
of Engine Publishing’s two first books, Eureka: 501 Adventure Plots to Inspire Game
Masters and Masks: 1,000 Memorable NPCs for Any Roleplaying Game), or writing
articles for the GMing blog Gnome Stew (gnomestew.com), which I’ve done since
2008, I am a project manager by profession. As a project manager I have experience
in time estimates, scheduling, and planning. I have an understanding of how to take
something complicated, break it up in to manageable parts, and then tackle them
over time in order to achieve a goal.
The culmination of all of this has been a journey, undertaken over the past 10 years,
to understand session prep and how to hack it for best effect. It is through trial and
error that I have assembled the concepts and elements presented in this book, with
the hope that the things that I have learned can benefit other GMs.
The Breakdown
Here’s what you’ll find in each section of Never Unprepared. Each section builds
upon the others.
Understanding Prep
To really dive into how to build your own system for prep, we have to understand
the nature of prep. First we’ll look at the role of prep and its phases, and then we’ll
break down those phases and look at each step and its importance. In this section
you will come to understand your own prep cycle and to identify the phases where
you’re strongest, and those where you need to develop your skills.
Prep Toolbox
In the next section we’ll look at some of the components that go into creating your
notes. We’ll look at various tools to create prep notes; we’ll also talk about creative
cycles and energies, and how to do the right things at the right time. Then we will
address creating a personal prep template that complements your style.
8
Understanding Prep
determine how to resolve the event. In that moment of thought, as time seems to be
crawling and the attention of your players is running out like sand in an hourglass,
wouldn’t it be great to look over at your backup GM and have him whisper the an-
swer to you, allowing play to resume?
In essence that is what our prep is: It’s our backup GM. The outcome of good game
prep is the organization of the information we need to keep our game running and
our players immersed in the game.
GMing is in many ways like radio, where silence is death. When I was in college I
was a DJ at the college station, rocking out metal at 10:00 in the morning. The first
lesson they teach you is that having dead air is the worst thing that you can do. If
someone is listening to your station and the song ends, and another song does not
start right away, people reach for the dial and move to the next station. You’re taught
to do anything to avoid that silence, from timing your songs so that one flows into
the next, to jumping on the mic and jabbering away until you can get the next song
going.
GMing is no different: Silence is death. When a session is in full swing and you are
narrating the scene, judging the players’ actions, and playing the roles of the NPCs,
your players are hopefully following you. When this is running at its best, there are
moments when the walls of the gaming space melt away, when you see your players
as their characters and they see your narrative as the world around them. In those
moments you have reached true immersion, the zone of RPGs. When you reach
that zone, you want to stay there as long as possible; those are the moments that we
all—players and GMs alike—remember for years to come.
The last thing you want to do in one of those moments is to fall silent because you’re
unprepared. When that happens, immersion is broken and the gaming table slowly
devolves into building dice towers, book flipping, and sidebar conversations. The
longer the silence goes on the more disruptive those behaviors become, and the
harder it will be to return to that immersive state when play resumes.
Prep is what prevents those moments of silence. The more prepared you are, the less
often those moments of silence will occur in your game and the better your chances
are of reaching that immersive state and remaining in the zone. In other words:
13
Chapter 1
14
Chapter 2:
The Phases of Prep
A common misconception is that prep is the thing you do when you write your notes
or draw the maps for your upcoming game. Prep begins before that, and it goes
through a series of phases that can eventually yield a stack of notes and maps. Dif-
ferent people place emphasis on different phases, and people have varying skill levels
in each phase. Mastery of each of the phases of prep will make you very good at this
critical aspect of GMing.
When we talk about the prep process we are talking about starting with nothing
and progressing to a set of notes, maps, and other useful tools that we need for an
upcoming game. This is not only the written material we require for the game, but
also the mental preparation that allows us to run the material in a session. How we
get from nothing to notes is a process that can be broken down into a number of
discrete phases. At each phase we move closer to being prepared to run the game.
areas of one’s life—see lifehacker.com for more). I began to read a lot of articles about
the creative process and how people in various creative endeavors, from artists and
designers to those in advertising, actually worked. At the time, I was a software de-
veloper; this too is a creative endeavor, even if the medium you work in is somewhat
more structured.
I began to take things that I read and apply them to my gaming, specifically the
creative process of coming up with an adventure (or story or plot, if you prefer). The
more I did this the more I began to see that the overall process of prep was much
more than just writing my notes. I began to notice the early phases, the intangible
stage of the creative process where ideas are born. As this introspection continued I
started to see the boundaries between one process and the next. I explored the mean-
ing of each one, and looked for how each phase contributed to the whole process.
The outcome of this process of observation was a more full understanding of a par-
ticular creative process for prep. Based on talking to friends and fellow GMs, I
believe that this is a natural process that many of us follow, in most cases without
really understanding it.
The Phases
Prep has five phases. Collectively, these take the roughest of ideas and hone it into a
scene or story. Your brain naturally goes through these phases, and it’s possible that
you might not always be aware that they are occurring. The phases of prep are:
1. Brainstorming 4. Documentation
2. Selection 5. Review
3. Conceptualization
Brainstorming
This phase is when ideas are spawned. At this stage they are rough, unrefined
thoughts about the story or a given scene, or sometimes even just a line of dialog
within a scene. Ideas are just that: small and incomplete. They lack the refinement of
a fully formed thought. They don’t always make sense; they can be silly, serious, or
even inappropriate. Their power comes from their nearly limitless potential. Because
of their imperfection and incomplete nature, they don’t have to conform to any rules.
They are what they are: possibility in its rawest form.
Brainstorming can happen nearly anywhere and under a wide variety of conditions.
It can happen spontaneously while driving to work, talking to a friend, or even
sitting in a meeting. Some people rely on ideas appearing randomly, calling them
flashes of insight or strokes of genius. Others learn to refine this exercise and are able
to enter a highly creative state in which they generate lots of ideas about a given topic
(or many topics). The best example of this is in the field of advertising, which
16
The Phases of Prep
combines a highly creative process with crushing deadlines and competition; if you
don’t churn out a lot of ideas, and quickly, you lose.
When we brainstorm we generate a host of unrefined ideas, each of which has a
chance of being something that we may use in an upcoming game. Not every idea
can be used as soon as it springs to mind, though, and that’s where the process of
selection comes in.
Selection
This is the phase where we select the ideas that we want to use in our upcoming
game. Every idea generated during brainstorming has the potential to be a good
idea. In this phase, we apply a dose of reality to that pool of ideas and narrow the
field to one idea—or a handful of ideas—that we will then refine.
In this way you become like the gem cutter who examines several rough stones, ana-
lyzes them, looks for characteristics that make for a favorable stone, and selects the
best candidates to cut. Some stones will be so obviously high-quality that you know
they should be cut immediately, others you’ll hold onto to cut another day, and some
you’ll discard because they will never yield a worthy gem.
How you sort your ideas and select the best ones will have a lot to do with under-
standing the kind of game you are running and the players who are participating
in the game. You will need to understand what fits within the campaign world and
what breaks the fourth wall. You need to be aware of what kinds of stories interest
your players and what stories will disengage or even upset them. You will also need
to understand your own abilities as a GM and determine if a given idea is something
that you think you can pull off in a game.
At the end of the sorting, your idea isn’t really any more fully formed than it was
when it was conceived during brainstorming, but now it has passed through a few
logical filters and been found worthy of additional thought and consideration. You
then need to build out this idea into something more usable in a process called con-
ceptualization, the next phase of prep.
Conceptualization
In the conceptualization phase we now take each idea and expand upon it; we apply
logic, give it a description, and fit it into the overall game. Where the brainstorming
phase was about limitless possibly, conceptualization is about making your idea work
within the reality of your game.
For an idea to be useable within a game, you need to make sure that it fits into the
logic of the story. What characters or groups are involved in this idea and what are
they doing? Do those things make sense based on what you already know about your
game? How will you mechanically express some of the actions or elements of the
world? Do those fit within the rules of the game?
17
Chapter 2
The answers to these questions are what frame the idea and and allow you to inte-
grate it into your story and your game. At times this process is as straightforward as
putting a few orcs in a cavern, but at other times it is the challenging task of deter-
mining why an NPC ally may wish to betray the PCs. In some cases the great idea
that you conceived isn’t strong enough to hold up under closer scrutiny and must be
discarded.
Once you have fully conceptualized an idea and know it’s strong enough to use in
the game, the next step is to capture and organize a number of details about that idea
during the documentation phase.
Documentation
Documentation is the part of the prep process that most people associate with prep,
but as you can see it is really the fourth step in the overall process. In the documen-
tation phase, you write down your concept in a way that’s meaningful to you. What
medium you use and what you write down is determined by your needs as a GM.
You may prefer to handwrite your notes, or perhaps dictate them to a voice-to-text
editor. Some GMs like an elaborate binder with multiple sections, while others only
want a few sticky notes. In terms of what’s written down, some GMs write full de-
scriptions of locations and NPCs while others write a bulleted list of key identifiers.
Sometimes a GM will do her entire documentation in one sitting, while another
GM prefers to break his documentation into multiple sittings.
The documentation phase encompasses many parts of preparing for a gaming ses-
sion. The most common item created during this process is your session notes, the
details of the encounters and scenes that comprise the session. Documentation also
includes creating maps, generating monster and NPC stats, and creating any coun-
ters, tokens, or similar tools you might need. This phase encompasses the creation of
all of the physical or digital components that you may need in the session.
Many GMs consider the act of documenting their notes to be the end of the prep
process, but there’s one more phase that will keep you from missing key elements
that might cause problems during the session: the review phase.
Review
In the final phase of prep, your documentation gets refined and any errors or prob-
lems are identified and fixed. This often-overlooked phase can have a big impact
on the quality of the material you present during the game. This process identifies
things like plot holes, bad dialog, or an over- or underpowered encounter.
The review phase is the dress rehearsal for your prep. With all of the ideas
selected and fleshed out into concepts, and those concepts documented, you can
then review your session notes in their entirety and check for issues. Perhaps there’s
18
The Phases of Prep
a missing clue without which you can’t get the players from one scene to the next, or
you overlooked the spell list for the evil wizard. This is the time to find those errors
and correct them.
Besides looking for errors, the review phase is the time to look at how prepared you
are to run the scenes that you’ve prepped for the upcoming session. Perhaps one
scene involves a bridge over a raging river. Do you know the falling and drowning
rules for this system off the top of your head? If not, this would be a good time to
look at them and perhaps put a bookmark in that section of your rulebook.
19
Artist: Christopher Reach
I have done brainstorming while waiting in line to pay for groceries, gone through
the selection phase while standing in line at a fast food restaurant, and conceptual-
ized ideas while in the waiting room at the doctor’s office. I have documented my
session notes between meetings and mentally reviewed them in the shower. While
that may seem like overkill, when you have a spouse, a career, and children, the abil-
ity to prep a game during small slices of free time can be invaluable.
21
Chapter 3
Often one of these questions will set off the brainstorming session. When the ideas
start coming I try to think of as many as I can and not focus on any details. I like to
capture these ideas in a list, either on paper or electronically. As I am making my list
there may be ideas that I’m drawn to more than others, but I try to avoid any bias
and just collect all of them. There is no set number of ideas I aim to collect in a given
session, but I don’t stop until I have more than one. Having options is better than
having just one idea.
When I collect my ideas, I keep it simple—often just a sentence or two written
down in a bulleted list. For a long time, the Moleskine® notebook was my medium
of choice for note-taking; I have stacks of worn black notebooks filled with various
RPG ideas. Within those pages were the seeds of a number of memorable adven-
tures, but they were greatly outnumbered by the hundreds of ideas that were never
touched (we’ll talk more about that in the next chapter).
When I first started brainstorming explicitly as an activity, I did so in a quiet room
with a pad of paper and a pen. I needed that quiet room to keep me from distractions.
As time went on and as my skill level improved, I learned that I could brainstorm in
22
Brainstorming
lots of places: between meetings at work, waiting at the doctor’s office, while grocery
shopping, etc. All I need now is a time when I don’t have to speak; from that baseline
I can clear my mind and begin the brainstorming process.
23
Chapter 3
Brainstorm on Command
Like getting to Carnegie Hall, the trick to being able to brainstorm on command is
to practice. Dedicate some time to sitting down and writing ideas each day or a few
times a week. Do some freeform brainstorming by asking open-ended questions,
and do some focused brainstorming exercises as well. The more often you do this,
the more practiced your mind will become at getting into that creative space quickly.
24
Brainstorming
Brainstorm Anywhere
Once you are comfortable brainstorming on command, take it out for a spin. Get
comfortable with brainstorming in different places, such as standing in line at the
grocery store, or on the drive to work, or when your co-workers are late for the next
meeting. The goal here is to get out of needing to be in a quiet place or specific loca-
tion to brainstorm. The reason why you want to be able to do this is so that you can
utilize those little slices of time during the day to work on your prep. (We’ll talk
more about that later on.)
When brainstorming “out in the field,” you will need to make sure your focus re-
mains tight, as distractions from the things going on around you can easily derail the
process. When I find my focus slipping I repeat the opening question to myself over
and over until I get my focus back, or I read the list of ideas that I’ve come up with
so far. The other thing that you will need to address is how you’re going to capture
your ideas. If you’re sitting in a classroom waiting for class to start, getting your ideas
down is easy—but driving on the highway in the middle of the afternoon commute
is going to require a good memory or some digital tools.
Brainstorm Faster
True Story:
Practice will make you faster at generat-
ing ideas, but there are two additional Storm Clouds on
ways to pick up the pace at which you
brainstorm. The first is to work hard
the Express Lane
not to critique or second-guess your During the summer of my junior
ideas (see the next chapter for more on year of college, I was a cashier at a
that). If you’re unconsciously combining grocery store by day and ran an Am-
brainstorming with the selection phase, ber Diceless Role-Playing campaign
then your overall speed will be slower for my friends twice a week in the
than if you were just brainstorming. evenings. My prep time for having a
Don’t pass judgment on ideas as they full evening’s session (with up to four
surface; get them captured and move separate storylines) written up and
on. Once you’ve captured them, you can ready to run was no more than three
come back and be more critical about days. To accomplish this task I began
them. brainstorming at work while ringing
up groceries. I would stand with this
The second way to speed up your brain-
semi-blank stare, my hands grasping
storming is to keep your mind fed with
for items to drag across the scanner
books, movies, songs, and other media.
while my mind churned out ideas.
In essence brainstorming is coming up
While the customer paid or wrote a
with associations between something
check (yes, I am that old), I would
you need, in this case the framing ques-
write my ideas down on the backs of
tion that kicks off the exercise, and the
a small pad of price correction forms.
potential solutions you conceive. Those
I would fill several pages with ideas
solutions come out of making associa-
during the course of a day and come
tions between things that are rattling
home each night with a sheaf of these
around in your brain. So when you read
small papers in my pocket. When
an article in a magazine, watch a movie,
the campaign finished at the end of
or listen to the lyrics of a song, those el-
the summer, I had hundreds of these
ements, themes, and ideas are digested
little papers. If it wasn’t for that men-
and, at some level, stored in your mem-
tal free time to brainstorm, there’s no
ory. The more of those elements that are
way I could have kept the up with the
floating around in your mind, the more
pace of that campaign.
quickly associations are going to be made
and the faster ideas will come together.
Years ago when I was trying to come up with an idea for a campaign, I got the no-
tion to use elements of Gone with the Wind as the foundation for the game. There’s no
way that I would have been able to do that had I not watched the movie—not one I
would normally have watched, but I was trying to impress my girlfriend (now wife)
at the time. Feed your mind and you’ll have more—and better, and different—ideas
to choose from in the next phase: selection, the subject of the following chapter.
26
Brainstorming
Frequency
On a scale of 1-5, how often do you brainstorm ideas as the first step
of your prep process for the sessions you are planning to run?
Strength
On a scale of 1-5, when you brainstorm how would you
rate your skill level at coming up with ideas?
Adding those numbers together will give you a rating between 2 (unskilled) and 10
(mastery), with 6 being an average score. That’s a rough representation of your cur-
rent skill at brainstorming.
Now take a look at the difference between your Strength and Frequency scores. If
there’s a big difference between the two, focus your efforts on evening the scores out.
If there is little or no difference between the two, then focus on improving your Fre-
quency score first to get a bit more out of brainstorming, as an increase in Frequency
will have the side effect of increasing your Strength score.
27
Chapter 4:
Selection
In a swirling sea of options and possibilities, the path to greatness can be obscured.
Your path to a great session lies in finding an idea that will grow into that great
session. Some ideas are truly inspired; some are good but will require effort to yield
their fruit; others are interesting to consider, but will never hold up to the rigors of
full development; and some are poison—bad ideas which tempt you with promises
that will never be kept, and which can drive enjoyment out of your next session.
How you sift through your many ideas and separate the wheat from the chaff depends
on your ability to understand the game you’re running, the strengths and weaknesses
of your GMing skills, and the players and characters that will be involved. From that
foundation you can assess which ideas are viable and focus on them.
In the brainstorming phase you generated all manner of ideas, without judgment or
bias. That freedom was necessary to allow your mind to reach beyond its comfort
zone to come up with truly inspired ideas. In this phase you need to regard those
ideas with a critical eye and embrace the notion that some ideas are better than oth-
ers.
28
Selection
Think about your players and what kinds of things they like to do in the game. Most
players enjoy all three elements above, but it’s not uncommon for someone to get the
most out of just one facet of the game.
Knowing what types of players you have will help you select ideas for your sessions.
You might have a great idea for a complex mystery, but if none of your players are
really into problem-solving then this is likely an idea that they won’t enjoy—at least
not in its current form.
Based on your answers to these questions, you should have a good feel for your com-
fort zone as a GM. When you review your ideas during prep, consider that any idea
you develop, you’ll eventually have to run as the GM. You are likely to be naturally
attracted to ideas that fit within your comfort zone and repelled by those that fall
outside of it.
As one example, my personal preference is for complex stories with simple combats.
I have never enjoyed coming up with a full spell list for an NPC, and the order they
will cast spells, and on whom, and on what turn. When I select ideas I tend to shy
30
Selection
away from those that will force me to design a complex combat, but I’m drawn to
ideas that lead to complex narrative scenes.
When you’re evaluating an idea, consider the question “How will the rules support
this idea?” You don’t have to discard an idea because your rules aren’t a good fit, but
you might want to discard it if there’s no solid basis for handling that idea in
your game of choice. 31
Chapter 4
For example, consider an idea for a complex treaty negotiation between two king-
doms. If you’re running Advanced Dungeons & Dragons® 2nd Edition it can be done,
but mostly outside of the rules. In Dungeons & Dragons® 3rd Edition, there are rules
for using Diplomacy in this situation, which may make that system a better fit. In
Burning Wheel®, however, there’s a Duel of Wits system for playing social combats
that’s a perfect fit for this premise. You can run the treaty negotiation in any of those
systems (or countless others), but it will likely work better in some than others.
There are only two deal breakers on the list: If my players wouldn’t play it, or if I
don’t want to run it, then the idea won’t work. If I don’t think the idea is that inter-
esting, there’s still time to punch it up in the next phase, and if the mechanics of the
game don’t support it I can always work around that.
The problem with not selecting ideas efficiently is that it delays the start of the rest of
your prep, causing you to have to rush through the other phases; this in turn creates
stress. It can also force you to cut corners as you speed through subsequent phases,
which can lead to other problems (as we’ll discuss later on). When a game feels
rushed, it’s often due to a lack of polish during prep or to the GM’s visible uneasi-
ness about not spending enough time preparing the adventure. Players notice these
things.
important part of the process: looking at ideas objectively and from different levels.
Skipping that element can lead to the issues described in the section When We Do
Too Little, above.
Be Introspective
Your ability to recognize an idea that will work for your group and your game is
based on the personal filter you create for sifting through your ideas. The way to cre-
ate, or refine, that filter is to increase your knowledge of your players, your GMing
style, and the game you’re playing.
If you don’t know what types of gamers your players are, it’s worth figuring that
out. Robin’s Laws of Good Game Mastering does an excellent job of categorizing play-
ers into understandable archetypes, and I recommend picking up a copy. Once you
know the makeup of your group, it will be clear what kinds of adventures they’ll like
and dislike, making selecting ideas much easier.
To learn your GMing style, ask your players for feedback. Your players, especially if
your group has been playing for some time, know exactly what type of GM you are.
We never see ourselves the way others see us, so it’s likely that you don’t know what
you’re like as a GM. If you’re not thick-skinned or used to objective criticism, this
can be an uncomfortable process, and one that many people avoid. If you’re nervous
about asking directly, send out an anonymous survey and get your feedback that way.
Once you know your style you’ll know what ideas play to your strengths.
Take some time to look at the game you’re running and consider what it does well
and what it does poorly. If you’ve played a lot of different games, you’ll probably rec-
ognize what aspects of the rules are strong, weak, and non-existent. If you haven’t
had exposure to a lot of other games, then do some research: Read reviews of the
game and see what reviewers have said about it, or visit gaming forums like RPGnet
(rpg.net), or those hosted by gaming companies and fans, and ask for help.
35
Chapter 4
Frequency
On a scale of 1-5, how often do you formally select ideas from your
list of brainstormed ideas for the sessions you’re planning?
1 - Never (I just grab the first idea 4 - Regularly (I make sure I pick
that looks good and run with it) the best idea on the list before
2 - Infrequently (I only think about I start writing)
selection when I have more than 5 - Always (I evaluate all of my ideas
one good idea on the list) before I pick one for a game)
3 - Occasionally (I go over the list, flag
a few good ideas between sessions,
and stick with those until they
run out)
Strength
On a scale of 1-5, how would you rate your ability
to be objective about selecting ideas?
Adding those numbers up will give you a rating between 2 (unskilled) and 10 (mas-
tery), with an average being a 6. As before, look at the difference between your
ratings in each area and focus on raising the lower score. If both are equal, then
start by improving the Strength of this skill, so that when you do take time to select
ideas you’ll select better ones. As your ability to make good selections improves you
will reject more ideas, which will force you to review and select ideas more often.
Your initial list will take on a whole new life.
36
Selection
True Story:
Some Ideas Get Better With Age
When I start a campaign, I do an initial round of brainstorming to come up
with ideas that seem appealing for the game I’m going to run. At this point I
don’t know much about the characters or the game world. My selection of the
idea that will form the basis for the first session gets made based on a gut feeling
rather than a more refined set of criteria.
I always keep that initial brainstorming list, adding to it in subsequent brain-
storming sessions; I never take anything off the list. Later on in the campaign,
when it’s time to select more ideas, I go back to my list and start from the top.
What I have found is that as I revisit the list, those same initial concepts be-
come more and more interesting as I know more about the characters and the
campaign. After a session where the PCs were betrayed by the local baron, that
half-formed idea about overthrowing the local ruler suddenly becomes more
appealing. Brainstorming is naked and raw, creating something from nothing.
Selection is all about context, and the longer your game runs the deeper your
context becomes—and the more likely it is that weaker ideas from your initial
list will take on a whole new life.
38
Conceptualization
What—What are the PCs looking for? What will happen to move
this session along? What will make this scene more exciting? What
will happen if the PCs fail? What will the villain do to retaliate if
they succeed?
Why—Why would the PCs want to help? Why does the villain need
to succeed? Why is there a powerful curse on the temple?
How—How will the PCs get to the dungeon? How will the villain
set his defenses? How is the trap triggered? How will the NPCs be
changed after this session?
By asking these questions you’re prompting your mind to come up with answers that
expand the original idea into a story. Through this process of questions and answers
you not only expand the story, but also become comfortable with it. When your
players go off in an unexpected direction, that level of comfort will aid you in keep-
ing the game exciting and bringing the session to a fun conclusion.
In addition to the basic questions above, there are some specific questions I like to
make sure that I can answer about an idea. These questions help me to formulate
the logical reasoning behind the story. When there’s a logic gap in a session, you
run the risk of a player noticing it and having it jar them out of their immersion and
enjoyment of the game. The more logical your story is the better it will flow. In some
cases the answers to these questions don’t need to be presented to your players—just
knowing them will help you run a better game.
Goal—What is the struggle within this story?
39
Chapter 5
After understanding the logic of the story I then like to do my casting. This is where
I figure out what interesting locations and NPCs will be part of the story. Some of
this will have been worked out by answering the questions above, but not all of it.
PCs’ Allies—Who are the friends of the PCs? Why would they
help? What can they do?
Rising Action—What steps will the PCs take to confront the op-
position? Is there going to be combat? A tense negotiation? Some
social manipulation? Depending on the length of the story, I like
3-4 of these scenes.
When I feel like I can outline the entire session, I know I’ve reached the end of this
phase of prep. I like to allocate a day or two of real time to think about it, because
it’s rare for me to be able to conceptualize the whole session in one sitting. I prefer to
answer a few questions while driving to work, answer a few more while waiting for
a meeting to start, and get the rest of my thinking done the next day while at home.
I make as much time for the conceptualization phase as I do for the documentation
phase (phase four, which we’ll cover in the next chapter).
40
Conceptualization
Knowledge is Power
As in the selection phase, the better you understand your players, your campaign,
and your game, the better your answers to the questions covered in this phase will
be. An idea can grow into a session in many different ways, each with their own
unique path from introduction to dénouement. When you ask and answer the ques-
tions in this chapter, keep these things in mind:
What kind of players do I have? Knowing that your players prefer
combat to negotiation will lead to one type of session, while gam-
ing with a group that prefers elaborate social plots will lead to an-
other kind of session.
What mechanics will be used in this session? The story you create is
going to be expressed in part through the mechanics of the game.
You will want to make sure that your game provides the mechanics
needed (and that you know them well enough to use them with-
out stumbling), or be comfortable enough to create what you need
within the system. For example, a story about a tense shipboard
race through dangerous waters is going to require more work to pull
off with a system that lacks chase mechanics.
Conceptualizing Scenes
The techniques for conceptualizing sessions described in this chapter can, with a bit
of tweaking here and there, also be applied to conceptualizing individual scenes.
Sessions are made up of a series of scenes, whether those are planned or arise organi-
cally during play, and when you prep a scene you need to know the answers to most
of the basic questions:
What’s the purpose of this scene?
41
Chapter 5
Answer the questions that make sense for the scene, ignore the ones that don’t, and
you’ll be well prepared for every scene. You can even circle back to this phase during
the documentation phase, and use these tools to refine a specific scene that you’re
outlining.
Logic Gaps
Logic gaps are one of the most obvious signs that you didn’t do enough conceptu-
alization. If you forgot to consider the opposition’s motivations, your players won’t
understand why the opposition is involved in the adventure. If you overlooked the
connecting elements between scenes, causing the opening scene to be set on Earth
and the next scene to be set at Moon Base Delta, that’s going to be jarring for your
players.
Another common issue is creating an obstacle without considering the tools the PCs
have at their disposal, allowing them to circumvent it in a way that isn’t much fun
for anyone. For example, you might create a villain and his lair in a hurry, including a
few traps and several encounters to wear down the PCs, but you forget that the PCs
possess teleportation and remote viewing magic. The PCs use scrying to locate the
villain, teleport there, and sidestep the entire adventure. Whether you let them do it
or make up an excuse for why that approach doesn’t work, neither solution will feel
satisfying for most groups. (Contrast this with a scenario where the PCs didn’t have
those capabilities but spent time and effort acquiring them in order to accomplish
the same goal; that’s a clever solution to the problem, and everyone would have had
fun in the process.)
The most painful logic gap arises when you don’t ensure that the PCs have reasons
to undertake an adventure. Once your players start questioning why their characters
should care about the mission, crisis, or situation that’s on the docket, you’re left with
very few options—all of them bad. You can ask your players to just go along with
it, dump the material you prepped and improvise a new adventure on the spot, or
railroad the PCs into the adventure. All three options will sour your players’ enjoy-
ment of the game.
The Blahs
It’s all too easy to cover all of the important areas of conceptualization without doing
so in a creative or imaginative way. With time running out to prepare the session,
or because you’ve slipped back into your comfort zone, you take the easy way out
instead of coming up with creative and imaginative answers to the questions in this
chapter. The result is a logical, consistent story that’s also whitewashed, less exciting,
or—worst of all—boring.
For example, imagine a sci-fi game where the PCs are going to battle a band of space
pirates in the cargo hold of a ship. Which version of the cargo hold sounds like more
fun?
A. The cargo hold is full of boxes.
B. The cargo hold is full of boxes that are being picked up, moved,
and set down by automated drones. The drones ignore the combat-
ants, but as the boxes are moved they reveal, conceal, and provide
cover to both the PCs and the pirates. Clever PCs may be able to
hack into the drones, ride them, or otherwise put them to creative
uses.
Both are cargo holds, both are reasonable locations for a combat, but the first one is
going to be just another fight while the second will lead to a battle your players will
remember.
43
Chapter 5
Slow to Document
When you take an idea and immediately start writing session notes around it—
in other words, go straight from brainstorming to documentation, skipping this
phase—it doesn’t usually go well. There are too many details missing, so you have to
stop and think about what to write for each part, pause to consider each detail, etc.
The end result is a slow, frustrating documentation phase during which you write,
then must pause to collect your thoughts and come up with new ideas before writing
some more, and so on.
This process is painful and time-consuming. It takes much less time to document
something you’ve fully thought out and are comfortable with than it does to hap-
hazardly document an underdeveloped idea. The longer it takes to document your
game the more you run the risk of not finishing in time, which leads to not having
all your notes for a session or to canceling the session altogether. To avoid canceling
the session you may push harder to keep writing, raising your frustration and stress
levels about the game.
44
Conceptualization
Go in Circles
Sometimes the answers to the questions in this chapter don’t come easy. One or two
will come quickly, but the others are slow to form. You can smooth things out by
making conceptualization an iterative process: Answer some of the questions, sum
up what you have determined, and then ask the next questions. For instance:
“The fight with the space pirates will take place on the ship.
Okay, on the ship, but where? Engine room? No, too secure.
Bridge? No, how would they have gotten there? Cargo hold?
Yes. Cargo hold is good.
Okay, so the fight takes place in the cargo hold. What’s happen-
ing in there while the fight is going on? Maybe the boxes are
moving around? How? Automated lifts are picking them up
and moving them. Why? The ship’s AI is optimizing the cargo
for unloading at the next stop.”
That exchange of internal dialog could have happened all at once, say while driving
to work, or you could have thought through the first paragraph while waiting in line
at the coffee shop and the second paragraph while out grocery shopping later in the
day. If you can retain what you came up with in your head, that’s excellent—but if
not, be sure to jot down a sentence or two so that you won’t forget any details.
45
Artist: Matt Morrow
46
Conceptualization
Frequency
On a scale of 1-5, how often do you carry out conceptualization
separately from the act of writing up your session notes (documentation)?
Strength
On a scale of 1-5, how much detail do you go into during conceptualization?
As before, add up the numbers to get a score ranging from 2 (unskilled) to 10 (mas-
tery), with the average being a 6. If you scored lower in Frequency, work on plan-
ning some time to make conceptualization a normal part of your prep process (and
on doing it during downtime, like when you’re driving). If your Strength score was
low, focus on coming up with a set of questions you should run through when you’re
working through this process. That way, when you conceptualize you’ll get the most
out of your efforts.
47
Chapter 6:
Documentation
Ideas become concepts and concepts become documents. Writing things down has
been important to most cultures since the dawn of civilization—cave drawings be-
came symbols, symbols were joined by syntax, and written language followed. At
the same time, humans have always used verbal communication as well, with its
phonemes and similar syntax. Why have two forms of communication unless both
were equally valuable?
Verbal communication is the medium of the now. It’s how we convey concepts to
those around us, and to those connected by technology such as the phone or a video
chat. It’s fast, but it can be messy; it’s fleeting, and it lacks reproducibility (think of
the children’s game “Telephone”). The written word is the opposite: It is an everlast-
ing medium. It’s slower to produce, but clearer; it’s fixed, and it’s reproducible.
What does that have to do with RPGs? Being a GM is a very hectic job. During the
course of a game you’re likely to be doing more than one thing at any given time, or
doing things in rapid succession. Things like:
That’s a lot to do moment to moment, and doing it requires a great deal of mental
processing power. Now imagine that you have to hold the whole plot for a complex
mystery, with all its red herrings, clues, and the identity of the true killer, in your
mind while doing all of the above. It’s very likely that something is going to get
missed, and the complex mystery will become a confusing mess.
This is where written game notes come in. Your written game notes are static; they’re
your anchors for the game. When you lose focus because of a player question or
other table event, they allow you to pick up where you left off. When your players
throw you a curveball by making an unexpected choice, it’s your notes that enable
you to review what you planned and let your brain make the necessary adjustments.
In a campaign that spans months or years, it’s the everlasting nature of the written
word that allows you to keep track of everything as the game progresses. That’s the
purpose of the documentation phase—the stage of prep where you write everything
down.
This chapter doesn’t focus on the specific content you record or the tools you use
to write or create your session notes; those topics are covered later on. Instead, this
chapter focuses on the process of documenting your ideas and how that process fits
into your prep.
48
Documentation
Rules—Specific game rules that may come into play during the ses-
sion. These can be rules that you don’t use that often or home-
brewed rules that apply to a specific situation.
49
Chapter 6
Your comfort level with each of these areas will determine how detailed your notes
need to be. If you can recite the most esoteric rules in the book, then you won’t need
to document rules in your notes. If you’re weak at coming up with good dialog for
your NPCs, then you’ll want to have more notes dedicated to important dialog.
(We’ll talk more later about how to figure out your specific strengths and weak-
nesses and how to reflect them in your documentation.)
Documentation is writing, and as such requires something to write with and upon,
somewhere to write, and time dedicated to the writing process. Depending on the
tools you use and your ability to focus on writing despite distractions, this process
may have to occur in the quiet of your home office using your favorite pen and
leather-bound notebook, or you might be able to tap out notes on your tablet while
riding the train to work.
Because of the varied ways that this process can be undertaken, there is great room
for experimentation; it’s worth trying out different writing media and note taking
methods to find the combination that you’re most comfortable with. That combina-
tion will be different for every GM, but one thing is true for all of us: When you find
the right combination for you, the documentation process will become comfortable
and enjoyable.
Over the years I’ve experimented with about every medium I could find for taking
notes. Like many GMs of my age group (read: old), I started out using loose-leaf
and graph paper and writing with a pencil. Since then I’ve tried bound journals,
index cards, word processing programs, web pages, wikis, and note-taking software.
I’ve written my session notes while lying on the couch, at lunchtime at work, during
meetings, on airplanes, in hotels, outside, etc. Currently I use Microsoft® OneNote
and write mainly at home or during my lunch break at work, but I’m always evaluat-
ing new options.
While conceptualization and documentation can be done at the same time, you’re
missing a great opportunity to improve your ideas by thinking about them solely
during the conceptualization phase. Documentation requires a place and time to
write, but conceptualization can be done anywhere you can clear your head to do
some thinking. Take advantage of the different requirements for these activities and
leverage the free time between games to conceptualize your ideas, and then see how
much faster the writing comes when it’s time to work on documentation.
The Conceptualization/
Documentation Cycle
No matter how well you separate the two activities there will always be some natural
overlap between documentation and conceptualization. But remember that you’re
not locked into traveling in order through your phases of prep; you’re free to move
backwards and forwards through the “prep continuum” as needed.
There will be times when you start documenting a conceptualized idea and realize
that you’re missing a detail that would make the scene complete. It could be that you
forgot to come up with a good motivation for an NPC, or that you forgot to fully
describe the location you want to use in the scene. When this happens, it’s natural to
disengage from documentation and slide back to conceptualization to work up the
details you’re missing, and then return to documentation.
At present, I run a game every three weeks. I use the week after my game to do my
campaign prep and brainstorming. I then take my idea and spend the second week
casually conceptualizing it. The week before the game is when I write my notes. Af-
ter a week of conceptualizing on and off, I sit down to write with an outline of scenes
and most of the scenes framed out. This makes documentation pretty painless, as all
the hard work has already been done.
Missing Notes
The productivity guru David Allen says that the mind is a terrible tool for remem-
bering things. “Psychic RAM,” as he calls it, will hold something for you, but won’t
always bring it back up when you need it—especially if you’re distracted. The act of
GMing is a constant distraction. If you have stored all the critical details of your
game in your mind, and are trying to retrieve them while handling the action at the
table, you’re going to struggle. When that happens, you start to miss things.
Depending on the game you play and the types of sessions you run, missed details
have different levels of impact. If you’re running a classic dungeon crawl and you
forget to mention the door to the right, your players may have only missed a few
encounters, some XP, and a bit of treasure. If you’re running a gothic mystery and
you forget to give the players an important clue, though, then it may be impossible
for the players to solve the mystery, or you may be required to pause the game and
retcon (short for “retroactive continuity,” changing something in the game after the
fact) finding the clue—a painful process.
If you find yourself struggling to manage the details of your session, and are having
frequent pauses where you are mentally scrambling to figure out what to do next,
then you need to document more details.
52
Documentation
Caught Unaware
As discussed in the conceptualization chapter, an adventure has a progression from
start to finish. In literature, the author is in complete control of how the characters
will progress through an arc. GMs don’t have that luxury. Your players have free will
to decide how to progress through the adventure. At the same time, no matter how
much freedom the players have, GMs often expect them to take a certain path and
do their conceptualization and documentation with that path in mind.
But no matter how well you know your players, there will be times when they do
the unexpected (which is one of the things that makes GMing so much fun). When
they do, as the GM you’re expected to adjust the adventure and keep going. If you
don’t have a written version of the adventure on hand, then you’re much more likely
to be at a loss about how to move forward.
If you’re storing the entire adventure in your head and are thrown a curve ball, you
run the risk of freezing up as you try to remember where the story was going so that
you can account for this unexpected change. Documentation gives you something
to refer to so that you can focus on the adjustments, not on remembering every last
detail.
If you find that you often react badly when caught unaware by your players’ decisions,
you may not be documenting enough details about the game to use as reference.
Rules Fumble
Nothing cools a game like flipping open a rulebook during a tense or dramatic scene.
Imagine an epic battle on thin, cracked ice between the PCs and the big villain.
Suddenly the ice under a PC gives out and she goes under! The player looks at you
anxiously, waiting to find out what happens next. Do they have to make a Swim
check? Do they take damage from the icy water? How long can the character hold
her breath?
If you’re unprepared, you knew that the battle was going to take place on the ice but
figured that the rulebook had all the relevant rules in it—you could just look them
up. But which section tells you how long someone can hold their breath? Is it covered
with environmental threats or in the section about the Stamina attribute? Where
are the rules for Swim checks, again? Does armor affect swimming, and is that rule
covered in the armor section or the chapter on skills?
If you’re prepared, you knew that the battle was going to take place on the frozen
lake and planned ahead for the mechanics that might come into play. You wrote
down a few notes about Swim checks, characters holding their breath, how armor
comes into play (including the modifiers for the armor the PCs are wearing), and
included page numbers from the rulebook just in case.
53
Chapter 6
The prepared GM won’t miss a beat, and will be able to keep the action moving and
the players engaged. The unprepared GM will break out his rulebook and grind the
game to a halt.
If you find that you’re relying too heavily on rulebooks during the game, you may
not be including enough notes about relevant rules in your session documentation.
• Stress from not getting notes done • GM’s desire to run the
game decreases
• Game not fully prepped
• Group play suffers
• GM not fully comfortable to
run incomplete session • Campaign canceled
• Not running sessions
with full confidence
The worst part of this spiral is that it’s not tied to any specific campaign or game, but
rather is a cloud that hangs over that GM that goes from game to game. Not over-
documenting will help you avoid this situation.
Frequency
On a scale of 1-5, how often do you perform documentation as an
activity separate from fleshing out ideas (conceptualization) for your
sessions, leaving you enough time to focus on documentation?
Strength
On a scale of 1-5, how well do your notes serve you during sessions?
Add the numbers up to get a range from 2 (unskilled) to 10 (mastery), with the aver-
age being a 6. If your Frequency is low, work on dedicating time to documentation
and make sure that you have separated out conceptualization and documentation
into discrete activities. If your Strength rating is low, focus on looking at what’s go-
ing into your notes—and more importantly what you’re not putting into your notes.
57
Chapter 7:
Review
Mistakes happen. Things are overlooked. Nobody’s perfect.
The creation of your session notes is an involved process that can have many compo-
nents, from writing scenes to crafting specific dialog, generating NPC stats, draw-
ing maps, or even making props. It’s a process that’s sometimes done in more than
one sitting, and for some even in different locations. There are a lot of places where
mistakes can crop up. Before you run your adventure, which grew from an idea that
was then conceptualized and documented, you should take some time to make sure
that you didn’t make any mistakes along the way before running it for your friends.
Mistakes range in size from miniscule errors that hardly warrant attention during a
session, to colossal monsters that can make you scramble like crazy to patch them up
mid-game. Small errors are things like misspellings, incorrect amounts of treasure,
and minor omissions. Medium-sized errors are those that won’t derail the game, but
do still require a quick fix—things like missing dialog for a scene, forgetting the stat
block for an encounter, or omitting a reference to a rule that you might need. Large
errors are the ones that can halt you in your tracks, the worst offenders being logic
gaps within the adventure. These often require you to stop the game and can require
you to rewind a scene or retcon the error.
Any time the flow of the game gets interrupted, your players’ attention will drift.
The time required to regroup and get everyone back into the flow of the game is
time lost from having fun. As a GM, part of your job is to keep the game flowing.
Since the bulk of the narration of the game stems from you and your documentation,
you need to be mentally comfortable about your session, and your notes need to be
complete. To achieve this level of preparation, both mentally and in your notes, you
need to review what you’ve done so far.
58
Review
The Proofreader
The first role you should take on is that of the proofreader. This is the oldest reviewer
you know, because you were introduced to her back in grammar school. The job of
the proofreader is to look for the written errors in your documentation. The most ba-
sic are spelling mistakes and grammatical errors. While these aren’t that important
(as we discussed in the previous chapter), if you spot them, fix them.
The proofreader also looks for transcription errors and omissions—things like for-
getting to note an NPC’s hit points or what sort of treasure is in a particular dungeon
room—as well as for glaring mistakes like leaving out a stat block in a mechanics-
heavy game.
In your role as proofreader, read your session notes for accuracy and completeness.
A good set of notes, free of distracting and problematic errors, gives you a strong
foundation for running your game.
The proofreader’s skills include knowledge of basic grammar and spelling, attention
to detail, and familiarity with the game rules.
The Director
When going over your prep in this role, think of yourself as being part GM and part
movie director. The job of the director is to read through your notes and examine the
structure of the session to ensure that there are no logic gaps, that it flows well, and
that it makes sense—in essence, that there’s continuity. Check to see that scenes flow
into one another, if it’s that kind of session; examine the motivations of your NPCs
and consider whether they’re acting as they should in the story. Look at locations and
make sure the PCs and NPCs have interesting places to go, and consider whether
your language is as descriptive as it could be.
As the director, you’re looking at both written documentation and the concepts in
your head. Make sure you feel comfortable with the adventure, that you’re familiar
with all of its pieces, and that you have an overall feel for how it’s likely to play out.
Mentally rehearse climactic scenes, work on your NPC voices, and evaluate your
dialog to make sure it doesn’t sound silly.
If you find problems, make revisions and change elements of the adventure as need-
ed. Work to make your adventure the best adventure it can be. When you’ve done
your job as director, you’ll be mentally prepared to run your game because you know
the adventure is sound.
The director’s skills are imagination, creativity, and an understanding of literature
and storytelling.
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Artist: Christopher Reach
The Playtester
The final reviewer is the playtester. If the director is your inner GM, then the play-
tester is your inner player. The job of the playtester is to move through the adventure
like a player, to look at the session from the other side of the screen. From that per-
spective, look at what the GM presents and see if it makes sense. As a player, does
the hook motivate you? What decisions might you make during the session? Try to
anticipate those decisions and make sure you’ve prepared the necessary material and
thought through contingencies.
The playtester, like the director, reviews both your documentation and the ideas in
your head. Look for blind spots and logic gaps that your players might exploit in
ways that may make the game less fun. Try to solve the problems that are presented
not as you yourself expect them to be solved, but as a clever player—look for loop-
holes, ways to bypass challenges, and devastating combinations of powers that crush
the opposition.
If you, as the playtester, find an obvious loophole in the design of the adventure, put
on your director hat and close the loophole while maintaining the flow of the adven-
ture. When the playtester has done a good job, the adventure is challenging to your
players and you’re prepared for many things that they might do during the game.
The playtester’s skills are the summation of your group’s knowledge and experience
as players, which will vary from group to group.
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Review
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Chapter 7
the game, stumbling over the things that are missing and trying to compensate for
their absence. Her games rarely get into a good groove and if they do, they don’t stay
there for long.
problems but never accomplish what you set out to do. Instead you create a mental
feedback loop that only raises more doubts and sows further confusion. Here are
some common pitfalls associated with over-analyzing your work.
Nitpicking
Should the goblins have daggers or short swords? Are there six people or 2d6 people
in the tavern? Should the store owner say, “The men were here last night” or “Those
men were here yesterday”? Nitpicking is when you obsess over minor details of the
game to the point of either wasting time or distracting your attention from more
important aspects of the review phase.
Subtle changes like the ones mentioned
above aren’t going to be noticed by your True Story: TMI
players. GMs often think that their One of the things I love before game
players pick up on every detail, but the night is a hot shower and a shave. This
truth is that players have a lot to think ritual makes me feel more profes-
about; they’re more concerned with the sional; it’s like getting ready for work.
big picture, or with details that are rel- The reason I bring this up is that the
evant to the life or death of their char- shower is my Fortress of Solitude: My
acters, than with whether or not the kids aren’t around and it’s nice and
goblins are carrying the “wrong” weap- quiet. I usually tackle my director and
ons. So don’t obsess about the small playtester reviews during the shower.
things—instead, put your energies to- I find that I do my best thinking in
ward the more substantive elements of the shower, with no distractions. I
the session. walk through my session, practice
some of the key dialog, and rehearse
Second Guessing some of the descriptions. I often get
Often when you look very hard for an out of the shower and head straight
error, you find one—whether it’s actu- for my session notes to make my final
ally there or not. In being critical you adjustments.
need to be cognizant of not being overly
critical. The plot of a session is like a
sweater with a loose thread in it: When you tug on the thread, you unravel the
sweater. The same is true with adventures. A small change in one place can have a
ripple effect throughout the plot, and suddenly that one little change leads to whole-
sale changes to the structure of the session.
The worst time to become overly critical is when you’re running out of time before
a session. Changes need to be made with care and precision, and that’s hard to do
the closer you get to game time. The other downside to second guessing yourself is
that it can lower your confidence about running the session. Having spent time and
energy questioning all or parts of your adventure, you then come to the table filled
with doubts. Those doubts become barriers during the game, which can prevent you
from fully engaging your players.
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Chapter 7
Frequency
On a scale of 1-5, how often do you perform a review
of the material you’re going to use for your upcoming session?
Strength
On a scale of 1-5, how thorough is your review?
Add your scores together to get a range of 2 (unskilled) to 10 (mastery), with the
average being a 6. If your Frequency is low, you need to set aside some time to review
your notes before the game begins. If your Strength score is low, rank your skill at
each type of review and sort them from best to worst. Work on developing the worst
one first, and then the second-worst one, so that your skills even out.
65
Prep Toolbox
You need to take into account these kinds of questions as you select your tools. The
answers to the questions above will favor certain tools over others. When a tool
doesn’t seem to be working, don’t force it; that will only make your prep process
more difficult. You need to find a tool that works best with your prep style, even if
it wasn’t your first choice. Find the tool that best fits your style and you’ll always be
ready to prep.
I love nice pens and journals, but I don’t use them for documentation in my personal
prep system; I use Microsoft® OneNote. I have so-so penmanship and I’m a terrible
speller, but I’m a fast typist so I benefit from working with electronic tools. Initially,
OneNote wasn’t an ideal solution because I do most of my prep at home or during
my lunch break at work, and I use a PC at home and a Mac at work. Once I started
using Dropbox (dropbox.com) to hold my OneNote prep file, and Parallels to run
OneNote on my Mac, everything clicked and this became the best solution for me.
It’s High-Quality
Consider how much time you’re going to spend working on prep during your
GMing career, both for your current campaign and your future games. It’s not a
trivial amount of time. Like a crafter in other trades, if you’re going to be spending
a significant amount of time working on something you should have the best tools
possible. Your tools should be well made, and you should be able to feel their quality
in your hand or in their performance. They should also be reliable. If your main tool
is your laptop, you don’t want it to crash at unexpected times, causing you to lose
your work. If you use a notebook, you shouldn’t have to worry about the pages falling
out, or about your writing pressing through them.
When I’m brainstorming, I like to write my ideas down by hand. I use Moleskine®
notebooks for this because I love the quality of the paper and the feel of the note-
book in my hand, and because they’re quite durable. I pair my notebooks with
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Tools for Prep
a Cross® Morph pen with a fine black ballpoint tip. The Morph is a nice weight and
very comfortable in my hand, and I love writing with it. There’s something about
holding that pen, feeling the weight of it in my hand and watching it glide along the
pages of the notebook, that is tactile and pleasurable.
When it comes to creating maps, buy some drafting tools and a good mechanical
pencil and draw them on nice paper. And if you use electronic tools, always have a
backup plan. If your notes are in OneNote and your laptop dies, how will you run
your session? Always have a second way to access your notes; Dropbox is a perfect
tool for this, and it’s free. You should also be prepared to migrate to new hardware
or software periodically.
Paper Tools
Strengths: Weaknesses:
• Always available • Editing isn’t as easy as it is with
• Don’t require power an electronic tool; you have to
erase or cross things out
• Don’t require an
Internet connection • Can’t capture audio or video
Electronic Tools
Strengths: Weaknesses:
• Easy to read • Can run out of power
• Can capture all kinds of media • May need Internet access
• Easy delete, cut and paste, and edit • Software and hardware
• Hold more information than compatibility issues
you’re likely to need • More expensive than pen and paper
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Chapter 8
Selection: This phase requires a way to sort ideas and to archive good
ideas that aren’t going to be used right away. A tool for this phase
needs to be easily edited and needs to offer a way to archive things.
Documentation: This phase requires a tool that allows for the cap-
ture of the full details of the session. You will need to capture your
session notes as well as maps, stat blocks, and images. The tool for
this phase should be flexible, allowing it to be used in a number of
ways: to write notes, draw a map, etc.
Using two tools gives you the option of having one tool for brainstorming and an-
other for documentation. In many cases the tool you use for brainstorming can carry
through to conceptualization, and the tool for documentation can also be used to
review. For example:
You capture your brainstorming in a pocket notebook, one idea to a line.
During the selection phase, you put a star next to the idea you want to
use. You jot notes down in the notebook as you conceptualize until you
come up with an outline. Then for documentation, you sit down and use
a word processor to type up your session notes. Later on you review that
file before your game.
At the far end of the continuum, you can also have a system where most of the
phases get their own tools:
You capture your brainstorming on index cards, one idea per card. During
the selection phase you sort the cards and select your idea, putting the
others into a card box for future consideration. You then use sticky notes
and a corkboard to conceptualize the session and come up with a flowchart
for the plot. You then write your finalized notes in your favorite notebook,
and later review that notebook.
Using a different tool for each phase will add complexity to your system, but if it
meets your needs (see below) then there’s nothing wrong with that approach. It’s im-
portant to balance your need to operate in every phase of prep against the complexity
of being able to use the system in an efficient manner.
I rely on two sets of tools. For brainstorming through conceptualization, I like using
a notebook and a pen because this offers me the most flexibility in terms of where I
can write, and it allows me to draw arrows, make small sketches, etc. My ideas don’t
need to be neat or readable in the long term. For documentation, I tend to be in
places where I have access to a computer, so I use OneNote. I like my session notes
to be neater than my handwriting, and easier to read. For maps, I’m not proficient at
any electronic mapping software, so I usually draw something in my notebook, take
a picture of that page, and add it to OneNote.
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Tools for Prep
for making maps for your sessions, then you may need to invest considerable time
practicing with the software before you can make a map in a reasonable amount of
time. I cannot stress this point enough: If you’re relying heavily on electronic tools,
make sure you’re a proficient typist. When it comes to documentation, the difference
between someone who is a full 10-finger typist and someone who hunts and pecks is
huge. If you’re an especially bad typist, seek out software that can help you improve.
For paper-based tools there are two basic skills involved: penmanship and drawing.
If writing is going to be your main form of documentation, then you want to make
sure that your penmanship is excellent so that your notes are easy to read, and that
you have the writing stamina to write page after page of notes. If you draw your own
maps, you’re going to want to develop some basic drawing skills so that your maps
are legible.
73
True Story: Written in “Blood”
In the late 1990s I ran a Vampire: The Masquerade campaign, and I wanted the
tools I used for the game to convey the feel of goth horror as a way to help me
stay focused when I wrote. For my brainstorming, I kept it simple and used a
normal pen and steno pad. For my documentation, I went to the bookstore and
found a large, unlined journal; I paired it with a red gel pen. I needed something
more romantic and ancient-feeling than a keyboard and mouse, and what’s more
ancient than pen and paper? When I wrote my notes, I wrote them by hand in
“blood.” And funnily enough, it really did help me stay in the right mood when
I wrote, and even now when I look through that book and see the red text on the
page, it still looks pretty cool.
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Chapter 9: Mastering
Your Creative Cycle
There is never quite enough time to get done all the things you want to do, be it in a
day, a week, or even a lifetime. We are creatures of obligations and responsibilities,
and our lives are framed by a series of commitments that are made to ourselves and
to other people. It’s a condition that only increases in both volume and complexity as
we get older and more responsibilities are given to us in our careers and the families
we build.
In a sea of responsibilities, it’s hard to find the time to work on a game. After all,
many non-gamers will say, “It’s just a game...” If we listen to those people too closely
we might start to believe them. What we need to remember is that our games are
our hobby; they’re an outlet for the stresses in our lives, and a reward for the hard
work we do. Hobbies, in general, are necessary for people to have full lives, and need
to be treated not as a throwaway activity, but rather as a key element of what makes
us who we are.
It’s equally important to remember that gaming is a hobby, and that we do have all
those other obligations and responsibilities. So while we must carve out a place in
our lives for our hobby, we must also be realistic, give it a reasonable amount of time
in our daily lives, and not overindulge in it at the expense of our other obligations.
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Chapter 9
When you’re doing prep, you generally feel stress for one of two reasons: not having
enough time, which we’ve covered already, and doing your prep when you should be
doing something else (mowing the lawn, playing with your child, working, doing
homework, etc.). When you steal time from a competing task in order to do your
prep, you feel stress and guilt. When you prep, you want to know that you’re doing
it not at the expense of other things, but rather in the time you’ve set aside for this
activity.
Download a blank free time inventory and creativity heat map online:
http://goo.gl/v5ugf
down to 11:00 p.m. at the bottom—this will be a map of your obligations. You can
also do this by hand on a piece of paper, if you prefer.
Now starting with Monday and working your way through Sunday, block out your
obligations by the hour. So if you work on Mondays from 8:00 a.m. to 4:00 p.m.
draw a big block in the Monday column. Do this for all the activities and events that
you have every day of the week. Consider all of the following:
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Chapter 9
Now take a look at your map. My guess is that it’s pretty full. If you’re a professional,
married, or a parent, it’s likely to be very full. Here’s what mine looks like:
By looking at the map, you can start to see where you have free time in your sched-
ule. These gaps are the times when you could be working on prep. Take a quick
inventory and see how much time you have in a day and in a week.
If you look at my map, you can see that on weekdays I have from 8:00 p.m. to 12:00
a.m. free, about 20 hours a week. That would be more than enough time for prepping
a weekly game, but gaming isn’t the only thing that competes for those 20 hours.
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Mastering Your Creative Cycle
There are stacks of books out there that talk about time management. This book is
not one of them. (If you want to read one, my personal recommendation—as you
can probably guess by now—is David Allen’s Getting Things Done.) The thing to take
away from this section is an understanding that in order for you to find time to prep
for your game, you need to have discipline and take control of all of the other things
that will compete for this time. If you can’t manage them, then they’ll consume your
free time and leave you none for prep.
• Black (0)—No creative energy. Use this for the times when you’re asleep.
• Dark Grey (1)—Low creative energy. This is for the times when you’re awake
but not overly creative or energetic.
• Light Grey (2)—Average creative energy. These are times you don’t feel
especially low or high; the middle ground.
• White (3)—High creative energy. These are times when your energy is up,
your mind is active with ideas, and you feel at your most creative.
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Chapter 9
80
Mastering Your Creative Cycle
High Creativity
Brainstorming—The best time to get ideas to flow forth is when
you’re at your most creative.
Middle Creativity
Documentation—You can write dialog and describe scenes when
you’re in a creative period, but not at your peak, because most of the
heavy lifting should have happened in the conceptualization phase.
Review—When you’re playing the role of the director and the play-
tester, you need a measure of creativity.
Low Creativity
Selection—This phase doesn’t require you to be very creative; in fact,
you need to be more pragmatic than creative.
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Chapter 9
As you look over your free time there are two important questions you need to an-
swer, and they will both play a big role in figuring out when you want to prep. The
first question is “How often am I going to run this game?” This will tell you how
many days you have between sessions, and determine how much free time you have
to work with. If you run the game weekly, you have just one week to get all of your
prep done. If you don’t feel that you can get it all done in that time, consider running
your game every other week, once every three weeks, or once a month. Each week
you add gives you that much more free time you can use in scheduling out the times
when you want to prep.
The next question is “How much time do I need to complete each phase?” Take a
moment and think about the phases of prep and how long each of them takes you.
Documentation is likely the longest one, but you should consider the other phases as
well. Estimate the time involved based on games you’ve run in the past, and if you
remember feeling stressed, under the gun, or unable to get everything done in time,
then add some hours to your estimate. Once you have an idea of how much time you
need for each phase, see if your numbers match up with the blocks of free time you
have available. Do you have enough time to prep your game, as well as maintain your
other obligations? If not, something’s got to give—and again, session frequency is a
good place to look.
Finally, with both of those questions answered, add 20% to each of your estimates
and include that time in your schedule. In project management we call this “slack.”
Slack is extra time that can be used up if something should arise (see the next chap-
ter for more on that topic). By having a little slack time in your schedule, you can
have something come up unexpectedly, deal with it, and still have time for your prep.
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Mastering Your Creative Cycle
There’s a lot of underutilized time throughout the day while you’re doing things that
don’t need your full attention, or while you’re waiting for something to start or fin-
ish. Being able to capitalize on that time will help you get your prep done, and then
you’ll still have your free time to get other things done. In order to best capitalize on
these wasted blocks of time, you need to make sure your prep tools are handy and
your skills at the different elements of prep are well-honed. Then when you have an
unexpected wait in the doctor’s office, you can grab your notebook and knock off a
dozen ideas for your upcoming session.
Here are my favorite places to steal time for each phase:
Brainstorming—On my drive to work. I turn off the radio and just
talk myself though the process.
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Chapter 9
When all this is done, make the commitment to yourself to follow the plan you have
laid out—and relax, secure in the knowledge that you’ve thought this through, and
have given yourself enough time to get your prep done. Once you’re relaxed, you’ll
be amazed at how easy your prep will be, and at the quality of prep you will produce.
Also, having set aside time for prep and for your other commitments, you’ll find that
you can strike a good balance between your gaming and the rest of your life.
From time to time, evaluate how your current prep schedule is going. Are you finish-
ing very early? If so, you might be able to give up some prep time. Are you rushed
or unable to complete your prep? Then try to find more time in the week, or change
the frequency of your sessions.
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Evolving Your Style
There are three levels to your documentation, and at each level there are multiple
elements you need to document and prep. The highest level is your session notes
taken as a whole. What elements need to be included when you start your session
notes? The next level down is the scene. What kinds of elements should you include
in your scenes? At the lowest level are the needs of individual scenes: a combat scene
will have different needs than a social scene. What elements are important to those
scenes?
In order to account for all three levels and all of the necessary elements, you need to
set yourself up to succeed.
• What are your strengths as a GM? • What kind of game are you
running?
• What are your weaknesses as a
GM? • What type of campaign are you
running?
By understanding and then answering the questions above, you can then determine
what elements should be included in your prep. Once you know that, you can build
a template around those needs. The template will be a tool for your documentation,
one that’s designed to set you up for success by highlighting the elements you need
to define at each level. By focusing on those elements you’ll create better adventures
and your documentation will be more helpful to you when you are running your
game.
The rest of this chapter will highlight things that should be included in your prep,
and show you how to assemble your personal prep template. Using that advice, you
will be able to design a prep template that fits you.
Your Strengths as a GM
Every GM is stronger at some aspects of running a game and weaker in other areas.
When you’re strong in a specific area, you don’t need to look at your notes that often
during the session. That strength means that you’re in command of that particular
GMing skill.
What are your strengths as a GM? During which parts of a scene or a session do
you feel most comfortable behind the screen? Do you deliver great dialog? Or maybe
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Chapter 10
awesome room descriptions? Do you excel at clever NPC tactics during combat, or
know the duration of every spell in the game? Take a few moments to jot down the
areas where you feel most comfortable.
Personally, I’m most comfortable describing locations. I can generally see the area
in my mind and describe it to my players in an evocative way through words and
gestures. I’m also comfortable with NPC dialog. When a PC engages an NPC in
discussion, I’m good at playing off that character and going back and forth with the
player. I’m not a master in either area, and I always strive to improve at those skills,
but I am comfortable with both activities.
Your template should include the least documentation in the areas where you’re
strongest as a GM. If you include these elements in your template, they should be
minimal; just a few bullet points or words as reminders. After all, these are your
strengths—why waste time writing them down when you don’t need to reference
them when you run the session?
As an example, because I’m comfortable improvising descriptions, I don’t include a
section for descriptions in my template. Rather, I usually include just a small note
with some tags to remind me of what I want to describe. For instance, if I were to
document the description of a forest clearing it might look like this in my notes:
“Forest clearing: mist, moss on trees, dense canopy, light breeze.” That would be all
I’d need to describe this location to my players during the game.
Doing documentation related to your strengths (or worse, doing too much docu-
mentation in those areas) won’t help you prep, and will likely be a waste of time.
Your Weaknesses as a GM
Okay, it’s just you and me right now, and I’m not really there. No GM really likes
to talk about their weaknesses, but we all have them. We’re going to talk about your
weaknesses now, and it’s okay because I’m not going to tell.
There are things that, when they come up in a game, give you that sick feeling or that
shock of adrenaline—you know the feeling I mean. They’re the things that you avoid
doing as a GM—or if you have to do them, you know that what you’re doing is either
barely adequate or not working. When you’re weak at a GMing skill, that’s when you
stumble in your speech and your mind goes blank mid-game. By identifying those
areas, you can compensate for them—and improve your skills.
To figure out your weaknesses you’re going to need to do some introspection. You’re
going to need to be honest with yourself. Failing that, you’ll need a very honest
player—you know the one, the one who will tell you the truth no matter how much
you don’t want to hear it. Go and ask them.
Take a moment and think about your weaknesses. If you say that you don’t have any,
place one hand on a table and rap your knuckles with the spine of this book (or your
tablet or laptop), and try again.
For me, one of my big weaknesses is tactics during combat. When combat gets go-
ing, there are so many things that I am managing that I often underplay my NPCs. I
forget to use their special attacks, or I fail to give them a measure of intelligence. My
NPCs often stand in one spot and get beat on rather than retreating or regrouping.
Got a list of weaknesses yet? Okay, good. Now that you do, guess what? These are
the most important elements in your template. Your documentation should always
include these elements, when applicable, in every scene. Remember that your prep
is designed to make you more comfortable when running your session, and what’s
more comfort-inducing than knowing that all the things you’re weak at are covered?
If you’re weak at something, how can you prep it? Often, being weak in an area just
means that you need more time or work to get it right. Time is something you have
much better control of during documentation than in the middle of a session.
The way I counter my weakness in combat tactics through my documentation is to
work out ideas for my NPCs in advance. While no plan survives contact with the
enemy (or your players), as long as I give some thought to the purpose of my NPCs
and how they will act, I can adjust those plans on the fly.
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Chapter 10
For example, the tactics for one NPC, Captain Vosin, might look like this:
Now, in the heat of combat, I know how Vosin generally fights and when he’s going
to run. I can adapt those principles to the situation Vosin finds himself in once the
battle is joined.
Date and/or Time—If you don’t do a good job of tracking time dur-
ing play, then add the date and time of the scene to your template
so that you’ll remember to convey it to your players.
If your weaknesses don’t appear on this list, then think of what would be the most
helpful thing to have written down or to be able to reference during your game;
that’s what you want to put in your template.
For example, after some reflection, you determine your key weakness is that you
never give your NPCs any mannerisms. To compensate for that, you need to think
about what information would be most handy to have in your session prep. In this
case you would want any major or minor NPCs to be written up with a mannerism
you can convey during play. You would then add to your NPC template a section for
mannerism. Your template might look something like this:
• Name: • Stats:
• Physical Description: • Powers:
• Personality: • Equipment:
• Mannerism:
Now when you fill out an NPC you’ll be reminded to come up with a mannerism for
her, and when you’re running your session, you’ll be able to look up the mannerism
rather than being put on the spot to come up with one.
do come into play I get tripped up by them. One way to combat that is to either put
the page for that rule from the rulebook into your notes, or if you’re on an electronic
platform, to cut and paste the specific rule right into your prep.
For example, when I ran an Iron Heroes campaign, that system included a mechanic
for “zones” that was designed to make the areas where combat takes place more
challenging and interesting. Zones included things like terrain, traps, and magical
effects, and they were written in a format that covered their difficulty and effects. I
added zones to my combat scene template in order to make sure I included them in
all my fight scenes. I also made a template for zones so that I was certain to write
them down in the proper format.
Type of Campaign
There are other elements that need to be included in your prep based on the type
of campaign you’re running. Even different styles of campaigns for the same RPG
will have different prep needs. For instance, a Dungeons & Dragons® campaign that’s
focused on courtly intrigue and one that’s all about dungeon crawling both use the
same game system, but detailed maps are going to be a lot more important in the
second one. They share a system, and they have similar mechanical elements that
need to be included in your prep, but the nature of the campaign dictates what ele-
ments are going to be important for running the system the way you want.
Sometimes, an element of your prep that’s vital to one game won’t be useful in any
others. In my prep for a complex, investigation-heavy Conspiracy X game, I always
included a page that contained a “clue web.” This was a freehand drawing of all my
clues with arrows linking one to another. The purpose of the clue web was to help
me understand the relationship between the different clues the PCs could find, and
what they were leading towards. For that style of game, this was a key element of my
prep, but I’ve never used it in another game.
1. Purpose
2. Closing
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Purpose
It sounds simple, but I have found that GMs often overlook having a purpose when
they prep. Without it, scenes and sessions can wander or go off in strange directions.
When the purpose is understood, you can make on-the-fly adjustments because you
know where things should be going.
At the macro level of your session notes, your session should have a purpose. What
is it that the PCs are trying to accomplish in this adventure? Are they seeking an
ancient relic? Trying to prevent a list of spies from falling into the wrong hands? At-
tempting to forge a peace treaty between two warring solar systems?
You should be able to write up the purpose of the adventure or story in just a few
sentences. If you cannot, then you need to go back to the conceptualization step and
do a bit more prep. Having the purpose of your story written down at the top of your
notes will help you stay focused as you write and keep your notes from wandering.
Every scene should also have a purpose. There should be something that is happen-
ing to the PCs in that scene, or some goal for the scene. Perhaps the PCs are there
to get information from the bartender? Or to find clues to reveal the true killer? Or
even to steal a prototype starship from the hangar?
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You should be able to write a single sentence to sum up the purpose of the scene.
If you can’t describe the scene in one sentence, the purpose is either too long or too
convoluted. If your scene is too long you should break it into multiple scenes. If you
can’t define the purpose, it’s doubtful that your players will understand it when you
run the session, so go back and clarify it before you document it.
Closing
Every session and scene should have an end condition or two—the closing. The end
condition is what tells you that this scene or story is done, and that you can move on
to the next one. When a clear closing is not in place, then the story begins to drag
on. The closing is always tied to the purpose. If the purpose of the story is to steal
the onyx totem, then the closing for the story comes when the PCs escape to safety
with the onyx totem (or, possibly, without it).
At the adventure level, the closing lets you know what loose ends need to be wrapped
up for the adventure to come to a conclusion:
At the scene level, the closing lets you know that the scene is done and it’s time to
move to the next scene. When this isn’t clear to the GM, a scene may achieve its
purpose but then linger on until the PCs are at a loss about what to do next. A scene
closing might look something like this:
Every scene has a natural ending, and it’s always related to the purpose. Often it oc-
curs just after the purpose has been achieved. In some ways the purpose becomes a
mini-climax, and there needs to be a mini-denouement (falling action) to bring the
scene to a close. In my first example closing, the purpose of the scene would be to get
McJinx to give the PCs the codes. That satisfies the purpose, but then they have a
chance to ask a few more questions. If they’ve asked all their questions, then I know
I can end that scene and transition to the next.
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Session Template
The session template has the following general structure:
The header contains the information that will define this specific adventure or story.
It serves two purposes. The first is that it will be the first thing you fill out when you
start your documentation, so the act of writing the header will help bring focus to
your adventure. Second, the header acts as a quick look-up for the major elements
of your session, and a good reference when your players have done something unex-
pected and you need to retool the adventure on the fly.
The elements that can go into the header are:
Based on your specific needs, what elements in the header will be the most helpful
for you when you first document your notes? Those are the elements you should focus
on.
Scene Template
The scene template will be used for every scene within your adventure. The scene
template captures the elements you need in order to play out the scene. While the
template itself is constant, the length of each scene’s write-up will vary depending
on the purpose of the scene.
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Think about the scenes in your game. What elements should you include to ensure
that you can properly run each scene? What elements should you add to the scene
template based on your GMing weaknesses? What game mechanics from your sys-
tem do you need to include? Finally, based on the kind of campaign you’re running,
what elements do you require?
Once you have a list of elements, try to arrange them in an order that makes sense to
you. I prefer chronological order whenever possible, so that the template opens the
scene, progresses through it, and then concludes the scene.
Pick an order that seems logical based on the way you run your scenes and how you
like to organize things. Ultimately you’re the one who will be reading these notes
during your game, so they should be in the order that’s most predictable for you.
That way, your eyes instinctively know right where to go when you’re in need of a
specific piece of information.
You can also create a scene template for different types of scenes. I often use two
scene templates: a generic scene template for non-combat scenes, and a combat scene
template that includes combat-specific elements.
Specialty Template
This is the catch-all template type for the other material you need to prep besides
your overall session and basic scenes. The two most common specialty templates are
those for NPC stats and combat scenes. In most games, it’s rare to have a session
where one or both of these aren’t required. Here are the elements of those two types
of specialty template.
NPC Stats
• Name • Mannerisms • History
• Physical Description • Stats • Combat Tactics
• Personality • Equipment
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Combat Scene
• PCs’ Objective • Starting Location • Purpose
• Opposition Objective • Special Terrain (always included)
Think about the types of information you need during the game you’re running
(or are planning to run). Are any of them the kind of thing that could benefit from
being turned into a template? For each type of information that needs a template,
consider the elements that will make running that aspect of the game easier for you
and include them.
Template Maintenance
After you build your templates, you need to take them out for a spin. The first test
will come during the documentation phase, when you can evaluate how easy it is to
enter text into the templates. Consider the following:
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The second test of your templates will come after you’ve run a session using them.
Consider the following questions after your session:
• Did your notes flow logically or did you have to jump around from section to
section? (Consider reorganizing sections)
• Was there any information that you needed that wasn’t in your notes?
(Consider adding elements)
• Was there information in your notes that you didn’t use?
(Consider removing elements)
It typically takes a few sessions of using a template to get it tuned to a specific game
and campaign. Make adjustments between sessions until you dial in the right mix of
information and complexity/simplicity.
Once you have your templates established, they can last you for an entire campaign.
Though if you find yourself bored with a template or if your campaign changes
direction, revisit the template, consider the questions above, and then make some
changes. Remember the template serves you; you don’t serve the template.
In many ways, for me, titles are like true names: They have power. Once I give a
story a title, it begins to take shape in my mind. Like a true name, I rarely share
the titles with my players before we play, because I’m afraid that the title will
give something away.
I also title my scenes. The scene titles are never quite as colorful, but they do
help me mentally frame each scene. When I’m running a session, the scene titles
become a shorthand reminder of what the scene is about, and they help me jog
my memory as I scan my notes during play.
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Chapter 11:
The Prep-Lite Approach
My path to discovering my prep cycle and its tools started 10 years ago. I was a very
different person then than I am now. For starters, I was single, I was in an entry-level
job, and I had ample free time. There were very few demands placed upon me and I
had few serious commitments. In those days, how long it took to prep a game didn’t
matter. I would work on my game for several hours a night. I would do all sorts of
crazy research for my games—like the time I called a shipping company to find
out how many days it would take to ship a liquid chemical container car across the
country, just so I could figure how long it would take for it to get to Iowa. Time…
lots of free time.
Just 10 years later, my life is very different. I’m married, and I’m the father of two
autistic children. That right there involves a tremendous amount of time. My career
has advanced in the past decade, and I’m now firmly in middle management. My
free time is not what it used to be. In fact, back in Chapter 9, you got to see just how
little of it there actually is. Time has become a precious commodity. And a couple of
years ago I realized that prepping my games the way I had in years past wasn’t going
to work—things had to change.
Prep-Lite Philosophy
I came to the realization that the main factor holding me back from gaming more
often was my ability to prep for games. I had evenings when I could game, and play-
ers who would play, but I’ve never been an improv GM—the kind who can walk into
the game with no notes and just wing a full session. I’ve always needed notes and had
to do some prep, and up until fairly recently prep had always taken me a lot of time
to do well. Putting a quick game together was out of my reach.
I embarked on a quest to find ways to reduce my prep time without compromising
the things I needed to do to run a good game. The Prep-Lite philosophy was the
outcome of that process, based on the idea that I was likely overdoing my prep and
that I really could improv better than I was giving myself credit for. I began to look
at how I did my prep and how I ran my games, and I started to notice that there were
things that I could remove—and more importantly, that there were things which I’d
thought were critical as a GM that went largely unnoticed by my players.
More Introspection
Prep-Lite, like the rest of this book, is not a single formula for reducing your overall
prep, but rather a mindset. By understanding your own needs, you can apply the
Prep-Lite philosophy and find tricks to reduce your prep time.
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Artist: Christopher Reach
Hopefully, through the other chapters of this book, you have come to learn a lot
about yourself as a GM and your needs when you prep for a game. We’re going to
put that information to good use. Before you take your journey, let’s talk about the
guiding principles of Prep-Lite.
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This isn’t to say you should eliminate the things you’re good at from your prep, just
that you should streamline them to the point where they involve the least amount of
writing possible. I do this with two tools that I love: lists and tags.
I am, in general, a person who loves lists. I find lists easy to navigate, and I find the
individual items on a list easy to mentally process. So for the aspects of GMing that
I’m strongest at, I rely heavily on lists. No flowery prose, no detailed descriptions;
just a bulleted list. I don’t use whole sentences either, just phrases that will jog my
mental prep.
For example, say that I’m working on filling in a scene template and I need to write
down the motives of several NPCs involved in a meeting. I could easily write several
paragraphs covering their motives—or I could quickly make a list that’s much more
useful to me:
• Tabris - Upset that the king or- • Rogarth - Annoyed with Tabris
dered the prisoner killed always ordering him around
• Kelven - Trying to keep the peace • The King - Standing by his decision
I also love tags—a single word or two used to encapsulate a concept. When tags
became popular in software, wikis, email, and other areas, I instantly took to the
concept. Tags work because your brain naturally fills in blanks as it processes things.
So when presented with several tags, your mind can fill in the gaps. When you use
tags for an aspect of GMing that you’re skilled at, your mind will take care of filling
in the details. Whenever possible, reduce information down to a handful of tags for
documentation to save time.
I especially like using tags with location descriptions. I picture the location in my
mind, establishing a good mental image. I then focus on the main elements of the
image, and write them out in a list of tags.
For example, say I need to describe the Eiffel Tower in my next session. I look at
a few pictures of it online and generate the following tags: tall, lattice, three levels,
bigger in person, lights at night. From that list, I can re-construct my mental image
of the Eiffel Tower and describe it to my players.
This works equally well for NPC descriptions and NPC personalities. The bottom
line is that you should write as little as possible in the areas where you’re strongest
as a GM. The less writing you do, the faster you prep. Trust your brain to handle
the heavy lifting when you’re at the table, and record only placeholders that will help
your mind fill in the rest.
Following the Prep-Lite approach, you never cut in areas where you’re weak; you
always want the most information in your notes for those areas.
Don’t be afraid to have more detail in your notes around these aspects of GMing,
and don’t rely on your mind to do the heavy lifting for these areas. Instead, do the
opposite: Your best support material should be provided here, where you need it
most. Creating templates, which we covered in the previous chapter, enables you to
build a framework to compensate for your weaknesses. Those templates are the best
way to make sure your prep supports you where you need it.
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usable format. While I still do some level of proofreading as part of the review phase,
I don’t spend a lot of time doing it—and when I’m crunched for time, I can let it
slide.
In terms of streamlining your prep, be liberal about picking things up and using
them, but always take the time to re-skin them so that your players don’t figure out
where they came from. Nothing jars your game quite like the moment when your
players figure out that some element of it was lifted from another source. Do a little
extra work to re-skin them and make them feel original. Let your players think that
you handcrafted each little element, and feel the sense of mystique that engenders.
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For example, a secret medical facility might include the following areas:
I can quickly connect these areas in a simple location map, as seen below.
Scientist Computer
Laboratory
Office Lab
I didn’t need to create any storerooms or bathrooms, or figure how long the hallways
are. If my players ask about anything like that during the game, I can fill in those
details on the fly. (For additional details and examples, see my article on this topic
on Gnome Stew: goo.gl/AoQNo.)
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In the areas where you’re weak, does your template provide you the support you need
to make sure you’re doing the kind of prep you need? Do you need to modify your
template to better address your weaknesses?
What parts of your prep are the most time consuming? Can you borrow from other
sources to speed up your prep in those areas? If so, go find a few sources, stockpile
useful things, and then re-skin them and use them in your prep.
What game mechanics eat up your time during prep? Consider how those can be
simplified. Do you really need a full stat block for every NPC, or can you use a wire-
frame to boil those numbers down to the essentials?
For tasks like abstracting mechanical elements, you may put in more upfront work
to crunch the numbers, but you’ll save time in the long run because you can reuse
that material in multiple sessions. In this way abstracting mechanical elements is
like writing a macro or a script for a software application: It takes time to set up, but
when you need it, it’s quick to run.
Prep-Lite is as much a mindset as it is a technique. After you have made some initial
changes to your prep, always be on the lookout for more ways to streamline what
you’re doing. As your GMing skills improve you’ll find more things that you can
streamline. By taking advantage of your strengths, recycling good material, and
abstracting complex ideas into simple ones, your prep time will keep on getting
shorter.
True Story:
The Pirate Stat Block
In my Iron Heroes game, I had a pirate villain who was to be a strong opponent
for an encounter with my players’ 5th level PCs. The pirate was designed to be
a duelist of sorts, handy with a cutlass and a strong melee fighter. The PCs had
their encounter with him and, in time, were able to defeat him.
Later on I needed another duelist type, but a warlord who was on par with
the PCs. I figured that my pirate stat block would work just fine. I changed
out the cutlass to a long sword, came up with a new description, and used the
stats again.
Before that campaign was done, I used the pirate stat block five more times.
Each time, I changed out the weapon and description. Each time the NPC
got weaker and weaker relative to the PCs, but that fit the situations where I
used the stat block. It also saved me a ton of time, since I didn’t have to create
a whole new NPC every time.
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Chapter 12:
Prep in the Real World
Things go wrong. In a perfect world, everything I covered in the previous 11 chap-
ters would work every time, just like I wrote them. Some days, that just might hap-
pen, but there are going to be times when something unexpected crops up and you’ll
have to change what you’re doing in order to get your game prepped on time. This
chapter looks at some real-world examples of things that can arise, how they impact
your prep, and how you can adapt your prep style to overcome these challenges.
It’s worth mentioning that I was a designer and author of two other GMing books
that can save you time in several of the situations below, both published by Engine
Publishing. The first, Eureka: 501 Adventure Plots to Inspire Game Masters, presents
complete start-to-finish adventure outlines, each of which includes enough scenes
for an evening of play. The second, Masks: 1,000 Memorable NPCs for Any Roleplay-
ing Game, gives you a thousand NPCs complete with motivations, quirks, and back-
grounds, all suitable for dropping into your game. Both books are system-neutral,
and I believe they complement Never Unprepared well. You can find out more about
them at enginepublishing.com.
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Artist: Christopher Reach
chances for longevity. Cancel a game too many times and it’s likely that you won’t
play that game again.
The strategies and solutions presented below look to salvage your session by stream-
lining the prep process in response to unexpected events. Some corners have to be
cut, and some prep phases will be compressed. The goal is to be able to arrive at the
table with something to play. It may not be the length you planned on, or it might
be missing the level of detail/quality you normally deliver, but you will be playing.
And now on to life’s little disasters…
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one evening to see a movie with friends, you then look to see where you can pick up
three hours. You could:
The goal is to retain the same amount of time to prep your game by finding and us-
ing some other free time in your schedule—trading one for one. Because your event
is planned, you should have enough time to make adjustments to your schedule to
make the accommodations necessary. If you can’t find any additional time because
all your time is accounted for, or the event came up too quickly to plan around, then
treat this situation as Something Came Up.
Something Came Up
Events that fall into this category include a minor emergency at work, catching a 24-
hour flu, a last minute offer for dinner, and the like. To qualify as Something Came
Up, the event needs to be one you didn’t plan for which interrupts your prep time,
and there can’t be a way to get more free time—you just have less time to prep. If the
event is planned, or if you can convert free time to prep time 1:1, then it’s That Thing
on That Night (see above).
The first thing you need to do is to figure out how much time you are losing or have
lost; the second is to figure out where you are in the prep cycle. Depending on how
far you are into the prep cycle there are a few different ways to approach the problem.
Let’s look at Something Came Up events before documentation, during documenta-
tion, and after documentation.
Before Documentation
When something comes up before you’ve started writing your notes, that’s the worst
case scenario—you still have all of your notes to prep. At this point you need to start
writing as fast as possible, so that you have the most time for documentation.
The first thing you need to do is to move quickly from brainstorming to selection,
and then to conceptualization. Selection is the best phase to reduce. Grab an idea
from the brainstorming phase and start working it out in your mind. Limit your
conceptualization to the basics; just make sure the scene makes sense.
Once you get to documentation, it’s okay if you need to roll back to the conceptu-
alization phase for some additional ideas; at least you’re writing at this point. Once
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your notes are written, take any time you have left and tackle the review phase,
focusing most on the director and playtester roles.
In this situation, the problem is that you didn’t vet or fully detail your ideas, so you’ve
increased your risk of having a scene that isn’t as detailed or logically strong as what
you normally produce. Make up for that in the documentation phase by mixing
some conceptualization with your writing, and during your review by focusing on
the details of the scene.
During Documentation
If you’re in the middle of writing your notes when you get interrupted, the good news
is that you’ve already conceptualized your scenes and you have some of your notes
taken care of. Your focus should be on getting the rest of your material documented.
In this case, see how much material you have left to document and determine if you
really need it all for your session. GMs often prep more material than players will
get through in an evening, so you may be able to eliminate a scene or two that you
haven’t written yet, wrap up your notes, and move on to your review. This is ideal,
because the material that is prepped is of good quality and is a product of your nor-
mal prep process. The risk is that your game may run a bit short.
If you can’t eliminate any scenes, then focus your time on producing good documen-
tation and minimize the review phase. Good documentation will aid you as you run
the game, so don’t cheat yourself out of those notes. Speed up your review first by
dumping the proofreader, and then (if necessary) the playtester. If you have any time
to review, do it as the director and make sure your scenes are well structured. In this
case, the risk will be that you have some errors or problems in your remaining prep
that you didn’t catch during documentation.
After Documentation
If you’ve completed your documentation, then you’re down to just one phase, review.
In this case, you can save time by dropping the following review techniques/roles in
this order: proofreader, playtester, director (at which point you’re skipping this phase
entirely). The main risk is that for each role you drop, you won’t catch the mistakes
that role is designed to catch.
Without the proofreader you may have some typos and grammatical errors, which
is a minor problem; where it becomes a major one is when you’re missing things like
stats for an encounter. With the removal of the playtester, the risk is that your players
will short circuit a scene in an un-fun way by thinking of something that you missed.
When you cut out the director, you run the risk of having logical errors in your story
that you might have difficulties narrating around.
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Not Feeling It
Sometimes despite your best efforts, you’re just not feeling it. Maybe you’re low on
energy, the kids were up all night, or you pulled an all-nighter yesterday. In this case
you have adequate time and no interruptions, but your personal or creative energy
is drained. You know you need to be working on prep, but you don’t want to do it.
The best thing to do is to not force yourself to be creative. Trying to be creative when
your energy is low is what I call “writing through molasses,” and it’s a painful process
that always produces lower-quality work. Fortunately, there are a few approaches
you can take…
The idea is to get whatever you can out of the way now so that later on, when you’re
feeling more creative, you can address the creative stuff: writing dialog, room de-
scriptions, etc.
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Hard to Starboard
When you find a glaring plot hole or a rule you thought worked one way that in fact
works another way, or a player who’s critical to the session can’t make it that night,
that’s a Hard to Starboard situation. These are cases where you’ve been doing your
prep and you suddenly discover that some assumption you made about the session
isn’t true.
Maybe it’s something about how you designed the plot, like finding out that your
scenes can’t lead to a successful conclusion. Or perhaps you were centering the ses-
sion on a specific PC, but that PC’s player is the one who can’t attend the game. You
have some prep under your belt, but it won’t work at the table in its current form.
There are two ways to approach this problem: change course or excise it.
Change Course
When you encounter one of these failed assumptions you can simply write around
it. To change course, you need to assess the problem, alter part of the plot in a way
that will correct the problem, and then work the change into your prep. The goal is
to figure out what it is you need and then find a substitute that will fit the plot better
than the element you currently have.
Sometimes the change will only affect the material that is to come, which makes the
change easy to implement. For example: The plot is a mystery and your series of clues
pointed to the butler, but after reflection you find a reason he couldn’t have done it.
You ponder the situation and decide that the gardener is a much better choice. None
of the clues are too specific, and they can fit the gardener just as well as they did the
butler. You then continue your prep, but now the conclusion focuses on the gardener.
When the change requires some tweaks in parts of the plot that have already been
prepared, you’ll have to review your material and look for any new inconsistencies
the change has created, and adjust them as well. It’s important to change as little
as possible, since a change in early material can spawn more changes until, like a
sweater with a pull in it, the whole thing unravels.
Here’s another example using the same problem with the mystery, the butler, and
the gardener. This time, you realize that one of the early clues was that someone had
to have the key to the study; that makes perfect sense for the butler, but not much
sense for the gardener. Now you need to come up with a reason why the gardener
would have the key, and then go back and make sure that the earlier scenes support
this idea.
Depending on where you are in your process these changes could result in a Some-
thing Came Up situation, and you may have to decide if you can get all your docu-
mentation done in time. In either case, a Hard to Starboard always introduces the
risk of a plot error, so if time permits you need to focus a little extra attention on the
director role during your review to root out any problems.
Excise It
There are times when a problem cannot be worked around, when the flaw is too great
to correct. The once-good idea is now a cancer within the plot, and there’s no other
choice but to remove it. While it sounds simple, excision has some of the same chal-
lenges as Change Course.
When you’re going to excise part of the plot, first consider what the absence of that
element will do to the overall story. Can the adventure be run without this part?
If it cannot, then you need to Change Course instead, and attempt to salvage the
troublesome bit. If it can, look at what parts of the plot preceding and following the
excised element are affected by its removal.
For example: You have a scene early on in your session notes where the PCs are going
to be attacked by the Red Hand ninja clan. You realize that if the PCs beat the Red
Hand, you won’t be able to use them for the climax. If the opening combat scene
didn’t really matter, you could just excise it and save the Red Hand for later on. If
you needed that early combat scene for another reason (e.g., to kill a bystander to
raise the tension), then you need to Change Course, swap out the Red Hand, and
then find another suitable group who could be involved in that combat to generate
the same effect.
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Your main risk when you excise something is that by dropping some part of the
game, you may not have enough material for a whole session. In my experience this
is typically not the case, since players can chew up extra time planning and the like.
You can also slow the tempo of the game to stretch things out a bit.
The Shiny
The Shiny is a variant of Hard to Starboard, but instead of finding a flaw you need
to fix, you suddenly have an idea that sounds better than your original plan. This can
come as a stroke of genius while writing, a great thought during the review phase,
or because you just read the coolest thing and you have to use it. Once you have this
idea, it begins to dominate your thoughts and you start thinking that perhaps you
need to make some changes…
In many cases The Shiny is a problem because of poor impulse control. If you feel
that you have to act on every great thought you have, you will forever be sidetracked.
Here’s what to do when you encounter The Shiny.
Capture
The first reason GMs often act on every great idea that comes along is because
they’re afraid to forget it. When inspiration strikes you need to capture that idea
for future use. This follows David Allen’s advice about having a ubiquitous capture
device, a way to capture ideas no matter where you are. We’ve talked about that in
this book, as well: You should always have a way to record your ideas handy, be it a
notebook, a smartphone, or another tool.
When you have a great idea, capture it in your brainstorming system and then try to
let the idea go, knowing that you can use it in a future game. Once your brain knows
that you’re not going to forget the idea, it’s more likely to let it go and allow you to
get back to work.
Evaluate
Once the idea is captured, leave it alone for a little while and then revisit it later on.
Think about the idea; is it really as good as you thought it was when it first came to
you? People often love ideas when they first think of them, and a cooling-off period
will reveal whether an idea has merit or if you just got caught up in the moment.
If you’re lucky, that’s the end of the dilemma. The idea is captured, and it’s good, but
it doesn’t need to trump whatever you’re currently working on. It may make good
fuel for a future session.
You’ll need to Change Course and/or Excise It to alter your plot accordingly, and
those changes have to be sorted out before game night.
The worst-case scenario is when your idea is incompatible with your current mate-
rial, and you now have to dump what you’ve written and start over. Depending on
how much time you have until your session, this situation is either That Thing on
That Night or Something Came Up, and you’re going to have to hustle to account
for all the risks involved in following your chosen course.
With regard to compressing the prep cycle, here’s how you should approach each of
the steps:
Brainstorming—Jot down five ideas for the game; no more. If you
can’t think of an idea, find a source for plot hooks or plots and pick
a few at random.
Selection—Go with your gut. Scan your short list and select the one
that jumps out at you. That’s the one that is going to be the easiest
to write, because subconsciously your mind made a connection to it.
Review—Ditch the proofreader role and then be quick about the di-
rector and the playtester.
The end result of this compressed prep process isn’t going to be an intricately plotted
adventure, but it can be a lot of fun to run. You will get to game and, like pizza and
sex, even when it’s bad a pickup game is still pretty good.
Disaster Strikes
Your hard drive crashes, you lose your notebook on the train ride home, your kid
colors on your session notes—these are all examples of prep disasters. You did ev-
erything you were supposed to do: You planned out your time and you completed
every phase of prep, but at some point in the process you lost your documentation.
It’s gone, and there is no way it’s coming back. Don’t panic, because you can salvage
plenty of your hard work.
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Chapter 12
When disaster strikes, you need to take advantage of the prep that’s still in your
head. While you may not remember every detail, remember that when you docu-
ment you’re actually doing both physical prep and mental prep. The first thing you
should do is write down everything you remember about the session—the outline,
any parts of the map you can recall, lists of NPCs, etc. Try to capture as much as
possible. If you do your brainstorming and/or conceptualization in another notebook
or file, use that to help fill in any gaps you have in your memory.
Depending on how far into your notes you were, this can be a Something Came
Up situation in terms of how much you lost and how much you have to make up.
If disaster struck early on in the process, then this is likely a minor setback; if you
manage your time well you can catch up. In this case, make sure when you review
that you pay extra attention to any material you had to rewrite, particularly in the
area of potential plot errors.
If your notes were finished and you don’t have much time before the game, you may
find yourself in a You Want to Game When?! situation. Take the rough notes you
recovered and use the Prep-Lite approach to put your session together, but in a more
streamlined format. It won’t be ideal, but you will be able to pull off the upcoming
session and get back on track afterwards.
No matter what has happened, by understanding the phases of prep and doing a
little time management, you can almost always come back from a real-world setback
and get your game to the table on time.
True Story:
Just Add Hit Points
When my son was born, like most fathers I lost a lot of sleep, and it was taking
its toll on my prep. By the time I put him to bed after a full day of work, I was
so tired that I was lucky to get an hour of prep done before falling asleep at my
desk. I would do what I could but my material was often a bit too short for a
full session. In order to stretch out a session, I would look at two things: the
time, and how many hit points the creatures in the current battle had left. If
the game was ahead of schedule, I would just add some extra hit points to the
creatures, or throw in another wave of monsters, and keep the battle going.
Battles chew up a ton of time, and players are usually too busy trying to keep
their PCs alive to notice.
As a more long-term solution to my prep problem, I eventually moved from
running games every other week to every three weeks. That gave me more
time to prep, and required me to add fewer hit points to my monsters.
116
Chapter 13:
Conclusion
When I started this endeavor 10 years ago, I didn’t have a journey in mind.
I certainly never thought that it would lead to writing a book about prep.
Ten years ago, I was 29 and sitting on my then-girlfriend’s couch as she told
me that in the future I wouldn’t have as much time to work on my games,
nor be able to game as much as I did then. In my head, I was panicking.
Gaming had been a core part of who I was since I was 10 years old, when
my mom’s friend’s son—in whose house we were temporarily living at the
time—introduced me to Dungeons & Dragons®.
In the 20 years between making my first character and sitting on the couch
that night, gaming had played a major part in my life. It helped me cope
with some hard years growing up, it was how I made friends, and it was how
I dealt with the stresses of life. It made me read more, it made me better at
math, it made me highly creative, and years later I learned that it had made
me very capable of working with and leading groups of intelligent and pas-
sionate people.
Sitting there on the couch, I realized she was right. We would get married,
I would advance in my career, and we would have children. Yes, all of those
things were more important than gaming—but there was no reason to give
it up entirely. Rather, my gaming was going to have to change to make room
for these new things in my life. So without knowing it, the journey started
there. I had only one goal: Keep gaming.
A few years later, when I discovered life hacking and personal productivity,
it was a short mental hop to figure out how to apply them to gaming. If I
was going to keep gaming, I was going to have to ratchet up my personal
productivity so that I could maintain my new obligations at the same time.
While everything I learned helped me both professionally and personally,
I never missed a chance to translate those lessons and techniques to their
gaming counterparts.
So far it has worked. It’s been 10 years since that night on the couch, my
then-girlfriend is now my wife, and all the other things we talked about—
house, kids, career—came true. The other thing that’s true is that I’m still
gaming. I don’t run games as often as I might like, but my group has been
together for 15 years and we have never stopped gaming.
When I started writing this book, I had serious doubts that people would
be interested in a book about session prep. After all, as GMs we don’t talk
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Chapter 13
about session prep. But then I thought that if, 10 years ago, someone had
handed me this book and said, “You won’t be able to game like you do now,
but this book will make sure that you can keep gaming” I would have been
a lot less panicked at that moment.
I hope that in some way this helps you in your prep. Perhaps you’re an expe-
rienced GM, and from it you got a few tips that will help you be a bit more
efficient. Or maybe you’re a new GM just getting started and are curious
about how to get your session prep done, and this book helps you create that
system. Or you’re an established gamer who just proposed to her partner, or
is looking over at his pregnant wife, and isn’t quite sure how to keep gam-
ing, and this book helps you see that you can manage a family, a career, and
gaming.
My personal journey is still underway. If anything, this book was a nice
rest stop, a way to reflect on the things that I learned over the years and to
see how it has all come together as a way to not only prep my games better,
but to allow me to maintain a game-life balance. I will continue to work to
master my GMing skills in the years to come. What will my life be like in
10 more years, with teenagers and a growing career? I have no idea. What
I do know is that by managing my time, using my creative energies wisely,
and honing my creative skills, I will be able to keep gaming.
And so can you.
118
Chapter 14:
References and Inspiration
The following books, articles, web pages, and blog posts were all useful to me as
I worked on improving my own session prep—and on this book. Some have been
referenced directly throughout the text, while others are reflected in the concepts
I’ve written about.
Life Hacking and Personal Productivity
David Allen Company (davidco.com) and Getting Things Done—It’s hard for
me to encompass in words the effect that GTD has had on my life. It’s my
productivity system and philosophy of choice, and many of David’s concepts
formed the underpinnings of what I’ve written about in this book.
Lifehacker (lifehacker.com)—A daily read for me for many years, this site
focuses on ways to simplify your life.
Time Management for Creative People, by Mark McGuinness (goo.gl/38nh)
One of my earliest references about why creative people need to be orga-
nized.
The War of Art, by Stephen Pressfield—Another great book about managing
the creative process.
DNAphil.com articles (dnaphil.com)—Before I started writing for Gnome Stew, I
ran my own personal blog, and my first articles about session prep were written
there:
Session Writing – Taking It One Step at a Time (goo.gl/IbKnv)
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Chapter 14
Gnome Stew (gnomestew.com)—I’ve been writing on Gnome Stew since 2008, and
after looking back at my list of articles it turns out I’ve been writing about session
prep in one way or another for some time. Gnome Stew is also where I first wrote
about Prep-Lite.
The Proper Care and Feeding of Your Creativity (goo.gl/U6X3b)
Eureka: 501 Adventure Plots to Inspire Game Masters and Masks: 1,000
Memorable NPCs for Any Roleplaying Game—I was the project manager for, and
one of the designers and authors of, both of these books from Engine Publishing
(enginepublishing.com). They can both be prep timesavers, especially if you’re
crunched for time.
120
Index
Allen, David. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52, 67, 75, 79, 113, 119
Campaign prep. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Campaign settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17, 32
Campaigns. . . . . . . . . . . . . . . . . . . . . . . . . 24, 26, 33, 37, 41, 48, 54, 87, 92, 98
Capturing ideas . . . . . . . . . . . . . . . . . . . . . 18, 22, 24, 25, 67-71, 83, 113, 116
Capulus est responsum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Columbo question. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31, 43, 89, 90, 92, 96, 97
Comfort zone. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28, 30, 31, 33, 35, 43
Conceptualization. . . . . . . . . . . . . . . . . . . . . . . . . . . 17, 19, 38, 83, 93, 108, 115
Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Combining with documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45, 57
Creativity and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Dramatic structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Locations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38, 44
Improvement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Mechanics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
NPCs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39, 40
Outline. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Overlap with documentation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Players. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
121
Index
Definition of prep. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Director role—See Review
DNAphil.com. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18, 44, 48, 83, 86, 108, 115
Conceptualization/documentation blob. . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Creativity and . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Cycle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52, 56
Errors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Improvement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Notes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52, 54
Player choices. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Psychic RAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Purpose. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Rate your skill level. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Templates—See Templates
Tags. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Time. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52, 82
Too little. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
122
Index
Lifehacker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Life hacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15, 117, 119
Locations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39, 40, 59, 95-97, 101, 103
See also: Where to prep
Logic gaps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39, 42, 58-60, 62
123
Index
OneNote. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50, 68
124
Index
Scenes. . . . . . . . . . . . . . . . . . . . . . . . . . 21, 40, 41, 49, 61, 87, 98, 108, 111, 112
Templates for . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92, 95
Selection. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17, 28
Blending with brainstorming. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Comfort zone. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
125
Index
Criteria. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Improvement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Rate your skill level. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Too little. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Tools. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Too much. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
True Story: Some Ideas Get Better With Age. . . . . . . . . . . . . . . . . . . . 37
What your players like. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Your campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Your game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Your GMing style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Skill level, rating your—See Exercises
Spelling and grammar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56, 59
Stat blocks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49, 61, 91, 95, 96, 102, 103, 105
Strengths as a GM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30, 35, 87, 100
Style, GMing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30, 35
126
Index
127
Contributor Bios
My thanks to Phil for writing Never Unprepared, and to everyone on
the Never Unprepared team for your outstanding work. This is En-
gine Publishing’s first single-author book, and I couldn’t have asked
for a better first. I encourage you to check out the other excellent
work these talented folks have done, because it rocks—and so do
they. –Martin Ralya
Robert M. Everson, aka “Spenser,” has been gaming for the better
part of 30 years, and half of that in the same group as Phil Vec-
chione. He has been a fan and supporter of Gnome Stew since its
birth. This is the second book he’s proofread for Engine Publishing,
having previously collaborated with them on Masks: 1,000 Memo-
rable NPCs for Any Roleplaying Game. He is currently scratching
several writing itches, including a blog and a fiction project.
Daniel Milne is a gamer who makes his home in Utah. Whether it’s
played on a table, through a console, or over the Internet he’ll be
there to give it a test run. To date, he has thwarted 12 alien inva-
sions, been orphaned 85 times, and saved the world from certain
destruction on 163 separate occasions. Despite this, he has never
rescued a princess.
128
Contributor Bios
Don’t let the tough-guy image fool you; Kurt Schneider really does
have a soft nerdy core. He’s been gaming since the first time disco
was cool, writes for the game mastering blog GnomeStew.com,
regularly contributes to a number of gaming forums and mailing
lists (where he is commonly known as “Telas”), and is a contribut-
ing author for Engine Publishing’s books Eureka and Masks.
129
130
131