Overwhelmed by RPG Session Planning? A Step-by-Step Guide for Game Masters

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  • Опубліковано 14 жов 2024
  • This guide covers all parts of planning and running tabletop RPG sessions. For Game Masters of all experience levels. It will equip you with the tools to create rich, dynamic sessions.
    RESOURCES
    Prepared Session used in Video: docs.google.co...
    Return of the Lazy Dungeon Master: shop.slyflouri...
    Return of the Lazy Dungeon Master Preview PDF: s3.amazonaws.c...
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КОМЕНТАРІ • 4

  • @MikeMardisR
    @MikeMardisR 7 місяців тому +3

    Some really great points in here. I like the suggestion of planning what will happen if the players don't take the planned adventure hook. Some of my favorite sessions I've run happen this way. Most of the time they won't ignore the hook altogether, but interpret the danger in ways you didn't anticipate and, thus, take strange angles at the problem. I always like to plan an NPC encounter at the beginning - someone I think the party will like and get to know a bit. Then, if they don't immediately take to my planned hook, I have that NPC directly ask them for help, get hurt in some way, or the NPC just runs head long into danger making the PCs want to protect their new friend.
    Advise for my Fellow Story Teller GM Types: As to the Potential Scenes and Secrets & Clues - if you're running a long-term campaign, I would make a list where you document some character-specific material. These should be specific to each character's personal story arc vs. the overall world story arc. If you have one scene and a secret/clue that can be discovered per character, you can weave those scenes through the session and ensure each PC gets a spotlight if they want it. If you do this every session, each player can decide to pursue their character arc and backstory resolution at their own pace.

    • @nathandsomegames
      @nathandsomegames  7 місяців тому

      Thanks! I really appreciate the flexibility that the eight steps of Return of the Lazy Dungeon Master provides. It allows me to throw out another line or two if they don't bite the hook I initially present. Making the conflict personal or, at the very least, giving a reason for players to have more investment in the conflict are great suggestions. I also really like the suggestion for documenting character growth, I'll have to try that.

  • @SalsaDoom1840
    @SalsaDoom1840 7 місяців тому +1

    I normally write down the character names for step one. Then underneath list at least one relevant event or fact that I can drop into the game relating to that character - a letter from their father, Assassin sent by xxx etc. I also have a couple of treasures or magic items relevant for that character which I can drop in.
    I struggle with the fantastic locations a little, not really sure how to apply this in a "lazy DM" sense? I normally produce maps with dungeon alchemist for the main locations which takes some time. Maybe generating a quick fantastic location with AI on the fly could come in handy here.

    • @nathandsomegames
      @nathandsomegames  7 місяців тому +1

      I like that approach of writing down characters and then the relationships between potential scenes and magic items a lot. You could put your character names in parentheses next to the item and scenes in this format too. But, starting your way is a good step to focus on the connections.
      In my experience, AI tools help. But, they do produce similar results over time. Really good for inspiring starting points though.