Tales of the Parodyverse >> View Post
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Post By
HH

In Reply To
Hatman

Member Since: Thu Jan 01, 1970
Posts: 618
Subj: Re: Of course not
Posted: Wed Mar 26, 2008 at 04:25:28 pm EDT
Reply Subj: Re: Of course not
Posted: Wed Mar 26, 2008 at 02:46:58 pm EDT (Viewed 417 times)


> > > But do you take notes as you play or did you do it all from memory? Considering how adamant your kids have been on deatails I assumed you were taking notes.
> > No, it was all spontaneous. I rarely do detailed notes these days, either before or after playing. I've DMed well over 2500 scenarios and I get a bit sloppy about preparations.
> Okay, this is where the fact I haven't played D & D is maybe coming into play. You normally would write things out as a Dungeon Master? I know next to nothing about playing D & D.
> But for writing out the campagin your kids are doing, you're doing all of it from memory? Considering the length and attention to detail the kids want I'm impressed.

Different game runners operate differently. In pre-prepared bought "modules" (adventures) there are usually full character descriptions and gaming stats for every villain and cast member, maps of areas, and descriptions of contents of rooms including trasures and clues. There are tables of random events and encounters so the DM can be as surprised as the players how a journey might work out; and so on.

Some DMs like to prepare in equally meticulous detail, with cards or sheets for all the main characters that the players will encounter, detailed plot diagrams etc.

The idea is to be prepared enough to respond to whatever the players decide their characters do. In a computer game there are always a limited number of options. Do you charge in through the front door or sneak in through the back door? In a live game the players might choose to go in through the roof, or set fire to the haystack next door as a diversion, or go somewhere else entirely. The DM has to be ready with what happens then.

I've sometimes written out roleplaying plots far more complex and complete than anything I've ever plotted for a text story; other times I just wing it and see what develops. In this scenario's case I had a broad idea of what the overall storyline was about - it'll be evident by the end of chapter four - a half-page list of things in Josiah's cottage and where they were now, and a list of thirteen words which cover the main plot points.

You'd probably enjoy roleplaying. It tends to appeal to problem-solvers and tactical thinkers.




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