this post was submitted on 20 May 2024
64 points (95.7% liked)
rpg
3176 readers
1 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
So, like usual then?
If it's a new game, I start off with a basic adventure I always have tucked away. A good starter adventure is a lifesaver sometimes.
If it's an ongoing game, then we probably have stuff we were still doing? Just recycle the prep from last time wherever possible and play for time. "Oh, yes, you have the treasure from the depths of the dungeon, but now your rivals have seized the place and you need to fight your way back out! Totally not just doing this to reuse the dungeon map."
If it's an ongoing game and we just had a good cutoff point? Thank god that player just arrived. Ask them what they're expecting will happen this session, nod sagely at their guesses and work from that. "Oh, you're hoping you'll fight that cult sometime soon? You never know, it might come up sooner than you think!"
Everything else is just good prep advice. Keep generic NPC templates and tokens you can use for anything. Use a whiteboard for any maps you need. Give your players control of the plot so you don't have to come up with it.
Indeed, this is an under-stated GM tip, player can come up with the plot. It eases the GM life
It's part of the reason I love running heists: the players are the ones doing most of the planning.