Tomorrow
will be the first session for my newly formed gaming group. The group
is constructed from people that I have gamed with before, each having
varying experience with tabletop roleplaying games. Since this will
be one of the first times I've run a game in months, I decided to
keep it simple and run Crypt
of the Everflame and
its two sequels, Masks
of the Living God and City
of Golden Death.
Since
I'm going to be using published adventures for
the foreseeable future, I decided to spend most of the day
today refreshing myself on the first adventure and getting everything
I needed to run a session of Pathfinder together.
While I was looking through my boxes of pawns, looking for the ones I
would need for the session, I started to think about the prepping
process and why I do things the way I do.
Like
most people, my personal prepping process is based on what will make
the game easy for me to run and what do I need to run the game. For
example, this upcoming session requires me to read the adventure that
I'll be running (Crypt on the Everflame), take note of
anything that I might want to change, leave out, or expand upon, find
all the pawns that I'll need to represent both the players and their
opponents on the battle mat, making sure I have enough character
sheets and pencils for the players, and anything else that I might
need. If I was running an original adventure, I would spread the
prepping process out over a few days so I can make sure what I bring
to the table won't be a slapped together product.
While
it usually requires a little bit more work, I usually find prepping
an original adventure a little bit more fun than prepping to run a
published adventure. Maybe its because I'm working with my own
material and my imagination has more to wonder, or it could be that I
don't have to read through a 32 page book and only have to work on
the stuff the players have a high likelihood actually encountering.
For original adventures, I tend to just detail the main adventuring
site and keep a set of notes about everything else so I won't forget
them during the game. I find this process to be a lot more useful
than trying to write out a complete module working on stuff the
players will most likely never experience.
Now,
with my ramblings done, I'd like to know how you guys and gals prep
for a game session? Do you spend days detailing every little element
or do you create a set of simple notes and an adventure site and
improv everything else? I'd love to know.
My own personal GMing style lends itself strongly to improvisation. Sometimes I'll start with a published adventure, but my players tend to find themselves in a sandbox more often than not.
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