Prepping for a game


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Grand Lodge

I'm working on compiling a list of advice for what to do when prepping for a game. I've got a few categories that I'm trying to fill.

A) As a GM running modules or adventure paths (basically any adventure you did not write yourself)

B) As a GM running in an established setting, but writing the adventure yourself.

C) As a GM running in a homebrew setting

and finally

D) As a Player.

Thanks for any help,
Andrew

The Exchange

A - Read the module and take notes. Have an idea of how the baddies will attack ahead of time so that things don't get bogged down when it's their turn.

D - Remember that these are my friends and everyone's fun is what matters...much more so than me getting my way or getting upset over anything game-wise.


snobi wrote:
A - Read the module and take notes. Have an idea of how the baddies will attack ahead of time so that things don't get bogged down when it's their turn.

For A, B, and C, I'd say pretty much what Snobi just said. I usually copy/paste the enemy stats in a word document and print them to have handy when the fight starts (so I don't need to flip from page to page or have three copies of the Monster Manual opened on my desk).

D, Just know your stuff as a player. Prepare your possible summons in advance, know how long an illusion will last, calculate all the DCs for the saves in advance. If you're fighter, learn the different attack modes, review the grapple charts, not only for you, but for other less battle-inclined characters who don't use these things often.

I think it's everyone's job to help the DM push the story forward.

Ultradan


More than anything else, be prepared for anything!!!

However, also don't use super powerful NPC's that basically don't have to roll anything in order to hit, crit and crit confirm for an instant kill on another NPC in the first encounter of a campaign, and then spend the next 3.5 hours of a 5 hour session getting the grips with Rogue Trader space battle rules, where only one character in the party of 5 is allowed to do anything because of the power of DM veto.

Look at what your party is good at, throw in a couple of things each time where they can actually excel at something. For example the rogue having the only chance in the party to make such and such a DC to get the rope up the wall, shimmy up and grab it so the rest of the party can go through, when its a sheer rock face with no grappling hook.

On top of all that, just enjoy the game!


in addition to the previous good suggestions

A)
1 - Have an alternative path to the goal on standby. I can't count the number of times I've started a published adventure only to have the players take the story somewhere else. I buy these products for the settings more than the actual adventure portions, so it's almost become second nature to me. Also, I consider railroading (as in "you find nothing outside this tavern, back to the main quest") the players back onto the campaign path to be a sign that the group needs another GM.

2 - Prepare replacement NPCs that can provide clues/hooks in case a major NPC is killed off by monsters, players, or furniture.

B) As above, provide alternate solutions.

C) Be firm: your setting, your rules. If something doesn't make sense, try to explain it, but don't let your loremaster players drain all the session's time in exposition and history lessons.

D) On an index card, write up stats for any summoned minions, undead, familiars, animal companions, eidolons, etc. This will help to speed up combat. I'd also reccomend the same for spells or anything else you might forget or tend to reference often.

RPG Superstar 2015 Top 8

This is stuff I do, YMMV.

A) As a GM running modules or adventure paths (basically any adventure you did not write yourself)

Read through the module--and make sure everything makes sense. Some of the modules I've read through have plot gaps I know my PCs will pick up on.

Because some modules don't provide full monster stats or the stats are somewhat truncated from the fight description due to layout, I print out full statblocks for the monsters so I can read those separately from the module so I don't have to flip back and forth. Or use Combat Manager on my laptop. And actually this applies to prep for all games--I am bad at memorizing monster stats and abilities, so I need easy access to monster stats. If I can have my laptop with me, Combat Manager is absolutely the way to go, because of the easy reference in addition to calling up monsters on the fly (and customizing them). Otherwise I take some time to write up custom statblocks that have all the information I need (which may be more than what the published statblock provides).

Xerox the area maps so you don't have to flip back and forth between the adventure and the map. (I wish modules had maps on easy tear out pages.)

Draw the first area the party will be in on the flip mat ahead of time. (This also really applies to any setting.)


B) As a GM running in an established setting, but writing the adventure yourself.

Pick the area where you want your adventure to take place, and read up on that area as much as possible. Farm pre-established setting notes for adventure hooks, ideas, and NPCs. If you're not well familiar with the setting, take the time to take note of major deities and magical practices, etc. Write down the most pertinent notes you'll want to bear in mind while you run the adventure in an easily accessible place (laptop, index cards, etc.). Print out pre-written NPCs and use them where you can to save time writing up new NPCs.

C) As a GM running in a homebrew setting

At the start of the campaign, make sure players at least have easy access to in brief notes on a map and a brief description of locations, races, and religions. In depth stuff is nice too, but give them something they can review quickly.

Much as with the established setting, focus at least at first on one area. Pick a few key locations, pick a few NPCs to flesh out, come up with as much info as you can about that area. Make sure you have a strong sense of what's going on in the area, so even if the players go off the rails you have a good sense of what the consequences of their actions would be. To speed time for you, look up pre-published maps and sample NPCs and just tweak them to fit your campaign, so you don't have to make up everything from scratch.

D) As a Player
Especially if you're new to the game, and maybe even if your not, READ OVER YOUR ABILITIES BEFORE GAME. Refresh your memory about how your character works. It is the player's responsibility to know how to play their character.

Always know where your character sheet is. Even if the GM keeps character sheets for you (some do), know that they've got it and keep a backup for character review. And always have dice and a pencil (or your laptop).

If you play a spellcaster, write up your spell list in an easily accessible way (there are good spreadsheets for this, as well as spell cards and other things).

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