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6/20/2025, 12:34:57 PM
>>95911522
what a shame.
Regarding prepping I think it's important to not overdo it, which means you need to know your players (what they want and intend to do) and know the scenario your game is in.
Some games are more structured than others in terms of encounters, shifts/watches, timekeeping, events occurring outside player view and so on so that could also be a help to you if you're playing those games. It can also be a bit overbearing though so beware.
So having an overarching idea for what the game is about and the major plot points that isn't too detailed to allow the players to interact with something while keeping to flexible enough to respond to player actions.
Doesn't hurt to be clear with how it works when you prepare things between sessions. I think there's a surprising amount of players that don't understand that there is a workload between sitting down to play and for that reason it can be good to explain that you can prepare X amount of content and if the players don't follow up on this you're improvising and the quality may vary. Also I wouldn't be afraid of nothing happening if the players for example run into the wilderness or stay at a farm instead of picking up on plot hooks. They run around the forest wasting time, it's a normal forest nothing in particular happens (unless random encounters) unless they have some idea.
what a shame.
Regarding prepping I think it's important to not overdo it, which means you need to know your players (what they want and intend to do) and know the scenario your game is in.
Some games are more structured than others in terms of encounters, shifts/watches, timekeeping, events occurring outside player view and so on so that could also be a help to you if you're playing those games. It can also be a bit overbearing though so beware.
So having an overarching idea for what the game is about and the major plot points that isn't too detailed to allow the players to interact with something while keeping to flexible enough to respond to player actions.
Doesn't hurt to be clear with how it works when you prepare things between sessions. I think there's a surprising amount of players that don't understand that there is a workload between sitting down to play and for that reason it can be good to explain that you can prepare X amount of content and if the players don't follow up on this you're improvising and the quality may vary. Also I wouldn't be afraid of nothing happening if the players for example run into the wilderness or stay at a farm instead of picking up on plot hooks. They run around the forest wasting time, it's a normal forest nothing in particular happens (unless random encounters) unless they have some idea.
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