How do you, as GMs, prepare for game sessions?


Advice


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So I've been running a Rise of the Runelords AP since early September now, having begun as a new GM. I am familiar with 3.X, have been for a long time, and likewise with P&P/tabletop games in general. I've never had a dedicated GM before -- back in the day we used to take turns GMing our VTM chronicles.

Anyway, I'm not asking as much for myself as I am just to hear how other people go about their preparation. I've developed my own sort of organized chaos in prepping for sessions, but I thought I'd toss this out there for discussion: how do you prepare for your games? I don't mean how do you write your campaign, design encounters and so on -- I mean the stuff that comes after that. How do you track NPCs you've created (or that are included in the AP), once you've got a stat block? Do you make copies from the Bestiary entries, or do you work right out of the Bestiary for each encounter? What information do you always want immediately available? What do you do to track your PCs' progress? How do you remember plot hooks you set up previously? Notes are well and good but disorganized notes are as useful as not taking any notes. Do you print out everything? Use a laptop, maybe?

This type of information would be incredibly useful for a beginner GM, yet it is the one thing the GMG doesn't touch upon at all (as far as I can recall, anyway).

I print out sheets for every NPC and monster type (if I have 5 goblin warriors, I print one goblin warrior sheet, for example), and just track damage on scrap paper for each combat, though I am considering creating an 'Encounter Sheet' for every encounter that has tables to track certain combat information. Not necessarily for initiative order, because we have the Paizo Combat Pad for that but for things like buffs, debuffs, HP remaining, and the like. We used to use a laptop and VTT on a big screen but we found that it was more distracting to play that way so we ditched the computer entirely -- now I run everything from the AP book and my notes. The worst thing about the laptop was the temptation to research every rule and spell as they were invoked, which really bogged down the game.

So, what do you do, and how do you organize, to prepare for your game sessions?


Indy style. Really, though, the biggest thing I do is get together a skeleton outline of answers to the question "What should happen this session based on what happened previously?" From there I think about how to have that happen mechanically. It's a heavily flawed system, and I would actually like to try an AP to see how that changes things up.

Notes are very useful, especially when the group is small and requires an NPC to help out every once in a while. Faster than a character sheet too. Spellcasters get a few spells appropriate to their characterization/class/background, but the selection is kept limited for ease of remembrance.


I prepare pretty thoroughly, with lots of write ups on locations and npc's. Sure, I only use 20% of what I write, but my working theory is that the quality of my improv (which I am no slouch at) wil never be less than the quality of the preparation.

Scarab Sages

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On the actual material (the "red text" as it were) I'm very extemporaneous, but for the broad happenings of the session I always have an outline. Just a simple one, single page, numbered one through ten or so, listing the main scenes that happen, so I have an idea of where we are and where we're going.

On said list I jot down which pawn to use in which encounters and have the anticipated ones for the night set aside. Reason for that it they're difficult to sort through on the fly, and there are usually a few subs, so just having the two seconds of thought jotted down makes the game run smoother.

Maps: I really like maps, even if there's not particularly tactical combat going on. I just like the visual they give for the space we're in. So I have those printed and assembled before the session. I loathe drawing maps on the fly, and just don't ever do that as a result.

I also print out all the statblocks and then staple them together in order of encounter so I basically have a chronological bestiary just for that session.

Basically, most of my preparation revolves not around overly planning for contingencies, but just smoothing out in advance all of the little thing that add a minute here, minute there, of logistics to the night. Idea being, once we start gaming, we're in the fun without having to futz around with the support stuff.


Ciaran Barnes wrote:
I prepare pretty thoroughly, with lots of write ups on locations and npc's. Sure, I only use 20% of what I write, but my working theory is that the quality of my improv (which I am no slouch at) wil never be less than the quality of the preparation.

Writing up locations and NPC's is all well and good, but how you do it is really what I'm trying to get at. How do you organize the information? What I'm asking is how other GMs prepare, not what information is prepared. Do you write the info on index cards? In a notebook? How do you keep up with combat? Spells? Scrap paper? What resources do you have around you while you're playing the game?

I'm trying to get more of an "operational" perspective on GMing from other GMs, rather than the creative aspects. Like I said, I've kind of got my own system going but if other GMs have ideas that work well for them, I might be able to adapt them into my game so that my sessions run more smoothly - and likewise for other GMs who visit this thread.

Of all the resources I've read for tips on GMing, none ever really seem to touch on the meat of GMing. They talk about creating encounters and enforcing rules and dealing with players, or maybe how to speed up combat to keep your players from becoming bored, but nothing ever really mentions HOW the game should be run, outside of the written rules (which are rules for taking actions or resolving events within the game, not in running the game itself).

Scarab Sages

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Oh, and also if there's anything special going on, as in a subsystem of rules no one ever pays attention to is in play, like "ooh underwater section", I print out the subsystem separately, so we don't have to have a book open for it, and that way it can get passed around between turns.


Duiker wrote:
Oh, and also if there's anything special going on, as in a subsystem of rules no one ever pays attention to is in play, like "ooh underwater section", I print out the subsystem separately, so we don't have to have a book open for it, and that way it can get passed around between turns.

This is something that I keep thinking is an excellent idea then I totally forget about it come prep time. Maybe now it will stick.

Scarab Sages

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For campaigns that have a lot of NPC interaction (like repeated interactions with the same NPCs over time, like in Skulls and Shackles, for instance). Just make a spreadsheet list of all of them, with a column for listing a couple colorful attributes "fascinated by magic" or "loves hearing stories" so that there's a hook onto who they are. Column for noting when met, current attitude towards the group, and a notes column. Print it out, stick in the front of your binder/folder for the duration of the campaign and update it as needed. Makes the world feel more persistent, and let's you as the DM easily prompt with "he's the guy you met after killing the dragon, the one who loved armwrestling contests" and then the party goes "Ooooh, that guy" with no book flipping and minimal effort.

Paizo Employee

Encounters:
I end up with a few Word documents for encounters.

1) Has all the encounters I have prepped, one to a page. Pre-combat information, enemy strategies, initiatives (pre-rolled for enemies), enemy stat blocks, any treasure, and any terrain information.

2) A doc with all the tokens I want to use (I print out small pictures of the enemies and punch/cut them out to use as minis).

3) Any handouts. If it's an in-world document, I'll try to assign a font appropriate to the writer (and keep that consistent across the campaign).

I print all of those out, get the tokens and handouts cut up properly. Then I draw the maps (on individual hex sheets of Gaming Paper).

The final "packet" for each encounter is the sheet for that encounter (1), all its tokens (2), any associated handouts (3), and its map. I paper clip each encounter packet together and put it in my DM station.

For wandering monsters, I generally won't include a map. I try to have a few wandering encounters set up in case the party starts stalling. Those I'll free draw on a roll of hex Gaming Paper.

If the party stops right before a big battle, I like to leave them at the cliffhanger and let my spouse draw out the map for it. She's better at it than I am and really enjoys adding the little details.

Other Stuff:
Since I'm running Rise of the Runelords right now, I'll also reread the section I expect the players to cover (and probably a little extra to refresh myself on the general situation).

If there's something important I need to remember, I'll put a Post-It tab in that section. For example, if there's an important clue in that area, I'll stick a Post-It so I don't skip over the clue.

Handouts not associated with an encounter will usually get slotted into the book at the appropriate location. I do a lot of handouts.

I'll run through NPC interactions in my head a few times, just to sort out their personality and points I'd like them to hit, but never take notes or anything like that.

Cheers!
Landon


I'm running Kingmaker right now -- my first attempt at full-on GMing since I was a teenager. I don't know if this is what you're looking for, but this is how I GM.

Some things I do:

1) From the outset, I asked all of my players to have a binder for their characters. All GM handouts are printed out on three-hole-punch paper so that my players can keep those handouts in their binders. I think maybe half of my players use them and bring them to the game regularly. I don't force them to bring the binders, but I alerted them to a potential resource, and I enable them to use the resource. I keep my own GM materials -- including printouts of the AP module I'm using, stat blocks for obscure monsters, custom GM items, and maps -- in a giant binder.

2) I keep regularly reused resources, including frequently updated handouts, printouts of obscure rules, and the XP awarded by session, in a Google Drive account. When I update the XP awards, I email a link to my players.

3) For my sanity and my players' sanity, I keep a list of major NPCs, some of whom my players have met, and some of whom are known by reputation. This file is done in the style of the appendices you find in A Song of Ice and Fire and Tad Williams doorstoppers.

4) About a week before each session, I email my players to ask if there's anything in particular they want to do at the next session. If the previous session ended on a cliffhanger, then we go to that cliffhanger. Otherwise, Kingmaker is a very sandboxy adventure path, so there's no telling what they want to do. If they don't have anything in particular, I'll suggest something general -- typically kingdom-building -- to start the next session.

5) I don't want people surfing the Web while I'm describing a room, so I generally prohibit electronic devices other than my laptop. I allow the druid to track his spells on his phone, as he's discreet about it. When I remember, I'll also bring my tablet for players to use as a rules reference.

6) I have a battlemap I use for encounters. Generally, I draw maps on that. Sometimes, I'll ask the players to draw a map of something. I track initiative to the side, writing each actor and his number in a list.

7) For conditions, I keep a deck of condition cards for quick reference, and I have asked my players to write out spells and frequently used effects on notecards we can put in the play area.

8) When I can get it to work right, I keep track of monster stats and combat using Herolab on my laptop. To get stats for ordinary monsters and rules references, I keep d20pfsrd open on my laptop. I keep track of monster hit points on scratch paper.

9) I take advantage of some of my players' natural proclivities. One player has a lot of GMing experience under his belt, so he sometimes helps by drawing maps of large areas, and we use the maps for encounters. Another player is hyper-organized. He keeps track of the condition cards. If I say, "[X] is entangled," he hands out the "Entangled" card. Another player likes the miniatures and the pawns, so he gives them to the encounter when I call them out.

10) I preroll a lot of things. I try to keep the weather rolled up in advance.

11) I usually sit down the night before each session and go over potential encounters one last time. I tweak things a lot, and I toss out the module's recommended tactics and behaviors when I don't like them.

12) If something's happening, and I want to keep the game moving rather than look up a particular penalty in the rules, I'll dole out a +2 or -2 modifier. My players understand this is an on-the-fly ruling, and they're willing to deal with it to keep the game going.


For myself, key locations each get their own print out. Locations lists detail points of interest and a list of npc's there. Npc's have not only a brief background but a defining motive to keep their decisions realistic. I use a wet erase initiative tracker. Each combat has an outline on one page, with extra information accessible. I keep a log in a notebook of what actually happens in each session.

Hope that helps. Really, you need to experiment and find what works best for you.

Grand Lodge

I also print out individual Stat blocks of each monster type. I track initiative, npc he and status on a clipboard sized white board. I have an index card with all my players AC, and saves taped to my screen so I know if something hits without having to ask the players. I also print out the feats or abilities of anything I am not really familiar with. I use Perram's spellbook to print out any spells the npc may know so that I don't have to flip through the book.

No matter how well you prep, there will be things that you miss. As long as the players don't know they'll be none the wiser. Don't be afraid to improvise, the best moments at my table were when I jumped the rails and dropped a quirky npc or gave the baddie a cause that the party could sympathize with. If they miss a clue give it to them somewhere else.

I started pre-rolling initiative on the npcs to speed things up. I use mostly paper minis for the bad guys and number them with a pencil so I know which one is which in battle.

I printed out different conditions if they aren't listed on the back of my screen and that helps. If you are unsure of something have the player who's turn is farthest away in initiative look it up for you.

Familiarize yourself with the PCs abilities so that you don't have to look anything up in game. And sometimes to move the story along don't be afraid to fudge the mechanics (in the party's favor of course) to do so.

If you are running an AP, read the entire thing so you can set up foreshadowing and know who the recurring NPC's are. Pre-draw your maps, I use a chessex battlemap and the 1 inch grid easel pads. If I don't want to waste time with an outdoor random (non-boss) encounter I go free form and don't use a grid for movement.


I run using my laptop. I have the adventure (usually in a doc format) with blue text for important things like DCs and features and red text for items I read out loud. I have monster stats ready, and have the PFSRD up and ready to search. I also have a dice program running.

I have a battle mat and minis ready to use.


I create encounters that can be plopped where ever the group decides to go. When I need them to go to a certain place and seek out specific individuals, I lay out blatant and obvious clues as to what to do next.

In general make way points and let the players decide how to get there.

Scarab Sages

I have my laptop in front of me withmy browser jammed full of tabs. Loads of word documents and PDFs of everything I need and roll20 and herolab. Then I plug in an HDMI set up the TV in my living room as an extra monitor/workspace and have everything the PCs should be able to see on there. (Battle maps, handouts etc.) I hate having scraps of paper everywhere. Hate it. My living room is already a tip after playing what with beer, wine, coffee cups and plates, last thing I want is paper all over the place.

Sovereign Court

I am lazy so I use the APs. I tend to read them before bed each night to get ideas in my head. Rarely I will re-write sections or entire books of APs but I avoid that if possible. Currently full time worker and back in school for masters so time is precious.


I'm a fairly new GM (just under 2 years so far). I run APs and only recently have been making things of my own using other modules for ideas. First thing I do before everything starts is to read the entire book (and the rest in the series I glance over for continuity). Then I grab a notebook and my kindle with the PDF on it. I highlight specific sections on the kindle that are important and I don't want to miss. In my notebook, I write in DCs and also the entire monster/NPC stat block so I don't have to bounce around. I will also write down anything important (like treasure or traps in a room, or even specific things I want the players to see in the room) as writing helps me remember.

Then I go through and print out any handouts that are needed (as well as maps for the players if there is a town or large area that they will already know or will learn in session).

After the session, I use a google site to keep track of events. The players post their PC and can write journals if they want. I have sections for history of the area that the characters would know, as well as people they met or tidbits of information they learned. I then also post a session recap. I also post all handouts and pictures I may have used on the website in case the paper hand out leaves (and we also have a player who skypes in).

It's a lot of work, but its really been helpful for me and my players. I may be crazy as I am GMing 3 campaigns (one only meets every blue moon) and I help update sites for two others.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

Prepare?


Given enough time, I'm so anal in prepping that it hurts. If I'm running an AP, I know I'm going to end up modifying the hell out of it to fit the ongoing campaign anyway.

ADVENTURE TEXT:

  • I buy it in PDF and then paste the whole thing into Word.
  • I rewrite the intro/hooks in the form of bullet points relating to previous sessions.
  • I add/delete/revise whole sections as needed.
  • I import all the Bestiary stat blocks that aren't included, so I don't have to flip for them during the game.
  • I redo all the stat bocks to make them as easy as possible for me to run (notes & comments), and swap out feats, etc. or outright totally revise monsters/NPCs as needed.
  • I change all text to one font/shading, descriptive stuff to another, stat blocks to another, and notes to myself to still another, so I can tell them all apart at a glance.
  • I increase the font size for easy reading at the table (I'm gettin' old and can't always read 9-point or whatever).
  • I include spaces as needed for "X"ing off consumables, tracking lost hp, etc.
  • Print the new text for use in the game.

    MAPS & OTHER:
    For potential fights in complex terrain with multiple enemies, I might draw out a scale battlemat, but I run most combats without miniatures.
    I usually have maps of the surrounding area, city maps, etc. already drawn, and make sure I get those out. Also, notes about the city/area, including encounter tables, NPC notes, etc.

    PCs:
    For the PCs, I keep a one-sided sheet that lists things like their passive Perception scores, their Init modifiers, and lots of room for notes.

    NPCs:
    For NPC dialogue that's likely to be important, I practice their lines in-character. I might rehearse the same lines a dozen times in different voices until I'm happy with them. Sometimes I draw sketches of them and/or make up bits of backstory that aren't important but help them come to life in my mind.

    OTHER:
    I stock a lot of beer. For non-beer drinkers, I try to find something they like, but isn't totally mundane (for example, TOZ was a big root beer guy, so I'd look for exotic brands of root beer he hadn't tried and buy a few bottles.


  • I am lazy too, so I tend to grab an AP or a module and start from there. I use a composition notebook for private GM stuff and a series of maps and settlement details in a folder so they can be looked at by everyone. I use hand drawn setting maps and use an undrawn upon battle mat for combat positioning. I usually use cardboard cutouts to frame battle areas I prepared for in advance and spare pencils to denote borders when the PCs get in a fight somewhere I haven't anticipated. I use a piece of scrap paper to keep track of combat, writing down initiative, HP and any statues/modifiers of each combatant PC or NPC. I make full character sheets for important NPCs and simple statblocks for low level NPCs and custom monsters. I also often just pick up a beastiary at random and browse until I find something appropriate for almost all random encounters. My players have never gotten through even book 1 of an AP so I assume I am gonna be writing all the prepared content after the first few months.


    More and more, I find myself running as much of the session as possible from my iPad. I use the Combat Manager app to pull monsters from the stored bestiary. There are occassional hiccups and it takes a while to set up at the start of the session, but I've been saving more time that way. (There are probably ways to save character and monster information between sessions. One of these days I will find a tutorial on combat manager.) I like the initiative tracker portion of it, because once it's set up I can roll initiative for everyone in a second and just go from there.

    For obscure rules or a specifica spell, I have "PFRPG rd" (for rules and everything core) and "SRD Spellbook." For summoned monsters, I have "Summoner." As a player, I have the Hero Lab app for my characters. Add combat manager and GoodReader (for the scenario/module/AP) and I often only have to bring dice and whatever papers I need to hand out. GoodReader allows you to highlight and make notes, so you can prep within the document you're working from.

    Honestly though, I haven't used that feature of GoodReader much. For story prep, I prefer to print out scenarios/mods or work from the AP/mod books. I like highlighting and making notes by hand. This also reduces the amount of time I spend switching between apps on my iPad. As the GM, I'll usually have combat manager up and the book or printed out scenario on the side. As a player, I'll usually have a printed out character sheet and Summoner or Spellbook on the iPad. I'll save the Hero Lab app for when I forget to bring my binder full of character sheets. It's a handy backup.

    I hate drawing maps by hand. If at all possible, I'll either use a Paizo Gamemastery Flip-Mat/Map-Pack, or print out the map ahead of time. If I can't, I tend to draw the maps almost immediately before the session or while waiting for other players to arrive. If I just need a quick map, I'll use one of the flip-mats. I've invested quite a bit into the Gamemastery map products. My local store is thankful. ^_^

    For tokens, I'm a HUGE fan of the cardboard stands. I have all of the Bestiary Boxes and I'm collecting the AP boxes. I know a lot of folks like to have figurines whenever possible, but I think that friends and foes are easier to identify when the party is in 3D and enemies/NPC's are in 2D. Most folks seem to disagree with me on that preference.

    If I have the time, which is extremely rare these days, I'll sort through my facecard collection and assign a face card to each NPC. I hold the cards up as I speak for each person. I think it helps, but I haven't received much feedback on that one. Maybe I just like playing with cards when I make funny voices. Heh.

    RPG Superstar Season 9 Top 16

    I use MapTool. Even if I ran my games in person, I'd still use it for planning and bring in my laptop. I can plan out maps and put stat blocks into the notes portion of a token.

    Grand Lodge

    I love running and playing map tool games, but there is something about getting everyone around the table and going old school.


    FavoredEnemy wrote:
    I love running and playing map tool games, but there is something about getting everyone around the table and going old school.

    This is the exact reason I dropped the use of my laptop during sessions unless it's for something very specific (for example, I showed my players a video of a hagfish producing slime so they knew what they were getting into at the Hagfish in Sandpoint). Otherwise, everything that isn't in the AP book is prepared by me before hand and printed out or noted in my notebook.


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    Usually with a couple of stiff drinks.

    Silver Crusade

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    The First thing I do is read the scenario, AP, Module, whatever

    Then I a day or two later I go back and read it again but I go through and highlight it different colors

    yellow (what I read out loud)
    Green (what I paraphrase or read as supplemental information)
    Blue (Skill Checks)
    Magenta (stuff I need to know in order to run something effective or a special situation that I need to consider while running that particular part of the adventure that is not necessarily player information).

    Then a day or two later I go through and read the encounters, tactics for the encounters, and and abilities that I don't know off the top of my head (I often make notes on these in the margins or leave a reference page number)

    Then the day before I go back and read anything that I remember as fuzzy or complicated and read any associated rules for it (such as weather effects or lighting effects) so that I know it near inside and out so that when it comes up I can waste as little time on it as possible in game and already know what modifications to apply. If the rules are complex like in the case of weather I make notes about the impact it has to the mechanics and keep it on hand.

    I normally take a week to prepare but don't do it all at once...only about an hour or three at a time and often while watching TV or listening to music.

    I draw maps at some point or if it is easy to draw I draw it during the adventure while they explore the "dungeon"

    I don't like wasting a lot of time in game with stuff I need to know and am not a fan of having to stop game play in order to look up a bunch of stuff. If the players want to spend 5 hours talking to an NPC that is fine but if they have to wait five, ten, or fifteen minutes on a semi-regular basis because I don't know what's up I get frustrated at myself.

    When I'm a player I like my GM to be similarly prepared as nothing breaks immersion and enjoyment more than constantly having to wait for someone to reference rules when they aren't even sure where they are or how long the set of rules is.

    I also like players to be prepared with what they are running and to have looked up spells before hand or when they are waiting for their turn to come around again. It frustrates me when you tell someone it is their turn and they look at the board like it is their first time seeing it and start searching through the spells to determine what the best course of action is.


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    Kirth Gersen wrote:

    Given enough time, I'm so anal in prepping that it hurts. If I'm running an AP, I know I'm going to end up modifying the hell out of it to fit the ongoing campaign anyway.

    ADVENTURE TEXT:

  • I buy it in PDF and then paste the whole thing into Word.
  • I rewrite the intro/hooks in the form of bullet points relating to previous sessions.
  • I add/delete/revise whole sections as needed.
  • I import all the Bestiary stat blocks that aren't included, so I don't have to flip for them during the game.
  • I redo all the stat bocks to make them as easy as possible for me to run (notes & comments), and swap out feats, etc. or outright totally revise monsters/NPCs as needed.
  • I change all text to one font/shading, descriptive stuff to another, stat blocks to another, and notes to myself to still another, so I can tell them all apart at a glance.
  • I increase the font size for easy reading at the table (I'm gettin' old and can't always read 9-point or whatever).
  • I include spaces as needed for "X"ing off consumables, tracking lost hp, etc.
  • Print the new text for use in the game.

    MAPS & OTHER:
    For potential fights in complex terrain with multiple enemies, I might draw out a scale battlemat, but I run most combats without miniatures.
    I usually have maps of the surrounding area, city maps, etc. already drawn, and make sure I get those out. Also, notes about the city/area, including encounter tables, NPC notes, etc.

    PCs:
    For the PCs, I keep a one-sided sheet that lists things like their passive Perception scores, their Init modifiers, and lots of room for notes.

    NPCs:
    For NPC dialogue that's likely to be important, I practice their lines in-character. I might rehearse the same lines a dozen times in different voices until I'm happy with them. Sometimes I draw sketches of them and/or make up bits of backstory that aren't important but help them come to life in my mind.

    OTHER:
    I stock a lot of beer. For non-beer drinkers, I try to find something they like, but isn't totally...

  • Have you sought professional help? ;>)

    Paizo Employee

    Kirth Gersen wrote:
    I redo all the stat bocks to make them as easy as possible for me to run (notes & comments), and swap out feats, etc. or outright totally revise monsters/NPCs as needed.

    This is part of my regimen as well. I rebuild every monster/NPC to fit in a reasonably-sized stat block and run smoothly.

    I'm actually surprised both by how many abilities I wasn't using on monsters and how much faster combat goes with streamlined stat blocks.

    Cheers!
    Landon


    I run APs since I work full time and have a 5-month-old, so my prep is pretty short.

    My wife is nice enough to let me leave the battlemat laid out on the dining room table at all times (we're adding a game room when we expand so she can have her table back.)

    I print off the bestiary entries for anything not included in the AP.
    I grab as many appropriate minis as I can.
    I set up the webcam for our one Skype player.

    I read through the AP again, or at least the parts I expect to run that night. (I read fast.)

    Usually by the time everyone arrives and eats the food they picked up on the way, I'm ready to roll.


    Assuming that I've worked on/drawn up the NPcharacters brides the campaign, there isn't too much for me to do. I'll draw up the few encounter areas that Are important enough that I don't want to adlib them, and that takes up most of the time. Along the way I'll refresh myself on the NPCs and the story, and write down any important pieces of dialogue that I want them to say.

    Hopefully my players have kept me up to date with their character sheets, so that I can remember what all their powers are. Finally, I quickly make up some new random encounter or loot tables if I've exhausted the options on a previous one.

    The more I get done before the campaign starts, the less prep time there is before each session.


    Lead troll warband. Take captives. Give captives NPC sheets, hour study rules. Then talented captives play NPCs. Serve others as snacks.


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    A bottle of whiskey and prayers to Thor


    1. I have a notebook that I write the condensed stats for all combat enocunters in: ACs, HP, Initiative, CMB, CMD, Saves, their spells and the associated DCs, movement speeds if not 30, attack modifiers and damage. So far, it's worked pretty well. When you start going up against high level spellcasters, it will definitely get bogged down a bit tow rite it all out. Since I always put everything down in the same order, I know EXACTLY on my page where to look for things. I do this even for characters/monsters provided in the AP, as I'm always changing something (added HP, more class levels, etc) since I run a party of 6.
    2. I have all my maps drawn out before that session
    3. I have a giant list of all the NPCs in town to reference when I need to, and keep notes in my book about interactions they have with NPCs (like animosity with a certain Sandpoint shopkeeper).
    4. I review where they are in the AP and what I expect to happen next the morning we meet, to include refreshing myself on the NPCs they are likely to interact with.
    5. I have a beer on hand and do my best to roll with the unexpected that players WILL throw at you.


    And throw unexpected things at you they will! That's why I always prepare the entire dungeon in my notebook because I don't think I have ever had a group go through the rooms like I expected them to.


    Pulling this thread up from obscurity because there is good stuff here...

    I'm just starting a Mummy's Mask campaign tomorrow. I feel pretty prepared, but there were still lots of helpful ideas above.

    This will be the first time I'm using the GM D20 Pathfinder app. I liked that it was easy to import monsters from the Bestiaries, and that I could enter the PCs and track combat all in one place. We'll see how it works tomorrow.

    I generally use the PFR on my iPad instead of dragging all the books out. I do save a list of bookmarks for all the monsters/spells etc. in the section of the AP I'm running.

    I keep all my face cards/pawns/loot cards etc in order in card holders in a notebook. I've printed out maps, have them cut into rooms on foam core to go up as the party moves along. They are all labeled on the back in order. I use Map Packs for some other venues, and draw a few.

    I also have a playlist on my iPad with music for each section, and notes in the AP so I don't forget to change the music.

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