Decisions Of Plot: Encounter Planning and Prep

Image: FreeImages.com / Svilen Milev
A lot of coming up with subjects for Campaign Mastery is nothing more than paying attention to what you do and see at the gaming table. Things that you might do automatically without even thinking about it can make great topics, you just have to notice them – even while you are distracted by the tasks of GMing. Not always the easiest of tasks.
I was looking at the breakdown of an upcoming encounter in the Zenith-3 campaign – it was actually the cliffhanger finish to last Saturday’s game (as I write this) – and noticed that my usual practice is to discriminate in game prep allocation within an encounter. Some things I will plan in detail, some things I will plan in broad, and some things I will barely plan at all, leaving them to my improvisational skills with minimal direction planned in advance.
I’m only vaguely aware of the reasons why I structure my game prep this way; it’s something that’s evolved over many years of experience, an instinctive pattern more than a deliberate plan. It’s my hope that in describing what I’m doing (in abstract/general terms so that I don’t give anything away) I will be able to analyze for you all (and myself) why I’m doing it that way.
The combination will hopefully enable readers to access all that experience and bring the same sophistication of planning to their own games. But it’s equally possible that I will discover, along the way, that there is no good reason for doing things this way, and that a blend of laziness and compromises of timing have led me into bad habits – so this might turn into a cautionary tale or two, as well. Or even some exotic blend! We’ll see how we go.
Another thing that’s a bit up in the air is whether or not I can get this all finished in time. I hope to make it one article, but if I have to, I’ll split it in two. Part of the problem is that it will be very easy for the article’s important points to get lost in the detail. To combat that, I’m going to use indenting, but that formatting takes longer to achieve and get right.
Taxonomy
To start with, I should describe the basic taxonomy I employ for a scripted encounter. I’ve done this before, though I’ve usually simplified it to address whichever aspect of the process was the focus relevant to the article.
The whole is subdivided into three unequal sections, which are usually unlabeled but which for the purposes of this article I will describe as “Introduction”, “Encounter”, and “Outcome”. These main sections are then subdivided into sub-sections, which are also normally unlabeled, existing merely as separate paragraphs on the page or even simply as bullet-point notes.
Once again, to facilitate discussion and analysis, I have assigned them labels as well:
- Introduction
- Preliminaries & Advance Knowledge
- Locale Flavor
- Environmental Specifics I
- First Impressions
- Enemy Appearance
- Environmental Specifics II
- Tactical Situation
- Encounter
- Initial Enemy Action / Reaction
- Micro-environments
- Encounter Outline, Complications & Prepared Dialogue
- Outcome
- Encounter Notes
- Desired Outcome
- Critical Beats
A large part of this article is describing four things about each of these: what they are, the format, the amount of prep that I do and what that prep consists of, and why I prep to that level of detail. Along the way, I may toss in the occasional side-note as usual, for example discussing why the items appear in the sequence that they do, just in case that’s not obvious.
So let’s get started…
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IntroductionThe introduction section is all about what happens, in game-play terms, before the encounter actually starts. There’s a lot of flavor text, and how the PCs come to be in the encounter in the first place. |
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Preliminaries: Advance KnowledgeThe first section always describes what (if anything) the PCs know before the encounter begins. If this is the return of an NPC they have encountered before, I will synopsize the NPC’s status and the relationship as it stood at the end of the last time that the character was encountered. If the relationship is complicated by temporal discontinuity, I will cover these from both the PCs and the NPC’s point of view, the former to relay to the players, and the latter for my reference in roleplaying the encounter. |
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FormatContent is in three forms: straightforward paragraphs to read to the players whenever they seem relevant; notes to myself; and optional information. I usually inset the latter two items, or precede them with a marker, or color-code them in some way – the whole point is to be able to distinguish these different types of content immediately. Optional information always starts with the trigger condition under which it is delivered. abbreviated as tersely as possible. I usually also put GM-only info in square brackets [like this] and optional information in carats (which you would probably describe as less-than and greater-than signs) <like this>. Optional information is information that the PCs might find out or know if they make the right skill check, or ask the write question, or perform the right action. Sometimes things are a binary choice – If the trigger condition is met, read paragraph A, if not read paragraph B. This can be further complicated if there is more than one paragraph within the one logical case. I use indenting and tabs to keep things together, something I learned as a computer programmer. A typical format might look like this:
I sometimes highlight key words in bold, and sometimes put one or more of the sections in italics – whatever is necessary to call attention to the fact that the content is different and highlight things that I need to be aware of or emphasize, once the actual encounter begins. I don’t want to have to take the time to analyze what I’ve written, I want it to be as clear as possible at a glance what I am supposed to do with the information. Finally, no matter how complex the formatting ends up needing to be, I work very hard to establish and maintain conventions through the course of a single adventure, again in the interests of making the right content easy to find when I need it. Prep AmountI prep this in as much detail as I can. Prep DescriptionPrep consists, first, of determining whether or not an immediate response is necessary by the PCs or if they have time to investigate the situation first, and second of detailing what the PCs are to know about the encounter (and what they might be able to find out) before it actually begins. Anything to be read to the PCs is written in full narrative form so that all I have to do is choose when to read it aloud and then just read. If there are any tricky names, I will usually write them phonetically in some format that I will understand, for example “Ngombo” might be written “Neg-Ommm-bow”, usually in brackets after the actual name. WhyTwo reasons: first, this helps me write the rest of the encounter, and second, because it’s usually important to nail these details down fairly precisely; there isn’t a lot of room for improv, and the delivery needs the polish that comes from pre-writing the narrative. |
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Locale FlavorI will prep a brief paragraph of flavor text to describe the locale as it usually is. This is a technique that I have lifted from novels that I have read. I want it to establish the general setting and provide at least one point of uniqueness or distinctiveness. If this is not the first encounter to take place here, I will further abbreviate the overall description and add a little more specifics to the description, making sure that the broad description references the prior encounter. |
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FormatFormat is a prose paragraph. For example, if an encounter were to take place in an Alpine Town, I might write something along the lines of “Nestled in a small valley between two stern peaks is the small community of Alpine Springs, population 102. One store, one post-office (with postmaster doubling as sheriff because not much happens around here), the village used to contain an active logging industry but the sawmill closed down and much of the town’s economy went with it. These days, the community is a winter resort town boasting a dozen bed-and-breakfasts (the largest of which is located in the old sawmill), a single gas station, and a general store. Snow covers the ground to varying depths for all but 40 days of the year (and this isn’t one of them), crunching sharply underfoot, and everything slopes this way or that quite steeply because of the jagged peak upon which the town has been built. Every building is half-raised on stilts and half-dug into the slope to keep the floors level, and every building has a roaring fire in the fireplace most of the year round.” Prep AmountThis will be written in full prose, as succinctly as I can make it. I’ll leave details out that don’t contribute to giving an overall sense of what the location is like – whether it’s an alpine village, an alien control room, or a trench on the ocean floor. I generally don’t have to revise and polish much, but if I have the time, this paragraph is one of the first ones to receive extra attention. Prep DescriptionSometimes I need to do research. I might need a map or two (or more) to define exactly where the action is taking place – usually screen-grabbed from Google Maps and cropped as necessary. I also find that to be visible from across the table on a laptop, or printed clearly, a second copy of the map set to “multiply”, and often even a third, is necessary. I might also need to look up the place on Wikipedia, or try to find a site dedicated to the location. If there isn’t one, I may need to search for somewhere similar that I can use as a template. Or, if I can see the place clearly in my head, I’ll just make something up. WhyThis paragraph is all about putting the location of the encounter into the player’s minds and making it feel real. That calls for as much polish as I can provide. Because it provides context for everything that follows, it’s the first thing after ‘what the players already know (or can find out)’. |
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Environmental Specifics IWhat, if anything, needs to be known about the environment where the encounter is to take place. I’m not talking about generalities here, such as I might use in the general description, and I’m not talking about the tactical situation. Often this will be an introductory description of a specific location within the broader setting established already. |
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FormatI use the same format as described previously. That means that if there are no GM’s notes and no conditional information, one text paragraph simply follows another. Prep AmountI spend a reasonable amount of time prepping this, and then redact out (read: cut-and-paste) anything that belongs in subsequent sections, i.e. Tactical notes and impressions on commencement of the encounter. Even so, the total time spent on the rest of the encounter is roughly equal to the amount of time spent already, excluding any canned dialogue or descriptive narrative that I need to insert. Ultimately, that means that not much time gets spent on this – just enough to get the basic situation clear in my head, and assemble some quick notes. Prep DescriptionBefore you can describe something, you need to have some idea of what it is that you are describing. Sometimes, the concept of the specific location comes first, sometimes the tactical situation comes first (often when I am basing the situation on a map expropriated from some other source) Why/DiscussionQuite often, you will have a choice of locations for the encounter from a number of possibilities encompassed by the general description. Look over that description of an Alpine Town – there are residences, a gas station, a general store, a converted sawmill, a number of other bed-and-breakfasts that used to be residences, and a post office. There would probably be a town square, possibly a park. There would be streets. There might be an electrical substation. Outside the town itself, there would be densely wooded areas, areas that were logged some years ago and now boast immature trees, and clearings, plus the occasional logging road. There might be a creek or stream, a lake, or even some hot springs. That’s a very wide choice of locations for the actual encounter. The purpose of this step is to visualize each, make a choice between them, and put down notes on what you visualized while it’s fresh in memory. Most of this information is then transferred elsewhere, leaving only a general statement and any preliminary impression of the chosen location. |
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First ImpressionsQuite often there is a distinct difference to the description of a location that is supplied prior to actually eyeballing it yourself and the impression that you have after that experience. If nothing else, anything that the encounter has changed about the description will need to be described. If I chose the General Store from amongst the options in the Alpine Town setting, for example, you might get in the preceding section a general description (single-story, freezers in the back, narrow, long rows of shelves, semi-detached residence in back, a small parking lot, and a sign by the road), woodpile next to the dwelling). That sounds fine, as far as it goes. But, when you actually turn up in response to the call for help: A pick-up and a sedan have collided in the parking lot; the sedan is on it’s side and leaking fuel from a split in the petrol tank; the pick-up rolled and collided with the sign at the side of the road, which has collapsed into the park lot and is shorting out on the snow, sending showers of sparks in every direction; the front of the store has wide panes of double-glass, one of which has been shot out from the inside by a shotgun; the armed driver of the pickup is between the shelves and out of view from the street; the owner of the general store and his wife are behind the counter with their hands up, while one of their customers is just visible in a pool of blood on the far side of the store. The woodpile behind the store appears to be on fire (judging from the smoke) and is threatening the gas bottles that supply the refrigerator units. Blocking the road at an angle is a police car with two police officers huddled and shivering behind it, staring intently at the front door of the General Store with their weapons drawn. That preliminary description, containing just what the players could find out before they actually arrived on-scene, seems rather incomplete in comparison, don’t you think? Certainly any plans the players might have made before actually scoping out the situation would need to be revised – quickly. You might also note that there’s a lot that isn’t said – who was driving the sedan, and their condition, and where the gunman actually is, and how serious a threat the burning woodpile poses, and what set it alight in the first place, and what condition the gunshot victim is in – these are all things that the PCs will have to actively ascertain for themselves. |
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FormatFormat is a narrative paragraph, as shown in the example above. Quite often, I will append a bullet list of things that the PCs can determine by investigating the scene further; that’s where the answers to those ‘unanswered questions’ will be found. Prep AmountIt took me about 30 seconds to visualize the scene, and a couple of minutes to write up that description. That’s a typical amount of prep; sometimes I will need less, sometimes more. Prep DescriptionI may need a photographic foundation for my visualization of the scene. I may need to build around a map of the scene that I have expropriated from a commercial module or downloaded over the internet. These take time to find and evaluate. I may have doubts about some things (do commercial refrigerators actually use bottled gas? I don’t think so) – more research. Then write. WhyMy experience is that if the players know everything about the circumstances before they arrive, or think they do, they will spend a tedious amount of time planning. If they don’t, they will spend about one-third as much time in an equally-tedious discussion of what they might find and might do before concluding that they don’t know enough and will have to play it by ear. But, on top of that, there is a vitality that encounters posses when the players have to make it up as they go along rather than executing planned and scripted responses. |
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Enemy AppearanceSooner or later, the PCs will come face-to-face with their enemy. This section describes what they see. Sometimes, I can save large chunks of description and lots of prep time with a photographic or digital art image. As a general rule of thumb, you are often better served with evocative generalities than detailed descriptions, if an image isn’t available – and that also saves on prep time. But you always want something distinctive about every encounter. Even if this is to consist of little more than a page number in the Monster Manual, for a D&D encounter, I will insert some specific detail about each of the creatures encountered – very briefly. |
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FormatUnless the PCs can see their enemy in the ‘first impressions’ section, this will be a conditional narrative, only to be read when contact is actually made with the enemy. If the PCs can see their enemy, it will be an ordinary narrative paragraph attached to the first impressions. The time spent visualizing the scene previously makes this choice quick and easy. Prep AmountBefore you can describe something, you need to be able to see it yourself – either mentally or with a picture. Sometimes that takes no time at all, and sometimes it can take hours of research. One note that’s worth making: if you are describing members of a group, don’t make the one characteristic different in all of them. Take a group of goblins: give one watery eyes, another a long nose, a third might have big ears, a fourth has a vibrant green scar on his forehead, and a fifth sports a nose-ring. By varying what you are varying, you not only give each member of the group a label by which identification can be shortcut, you make those variations more distinctive. I’ve seen any number of descriptions in which each member of the group is more vividly described and, by the time you get to the end of the descriptive passage, they have all started to blur together. Pick one item and make it the most noteworthy thing about the individual. Prep DescriptionResearch and visualization. There are times where I have had great success by doing a Google image search for an emotional or abstract quality and basing a description around an interpretation of a resulting image; I don’t do it this way all the time, but when I’m bereft of a starting point, this can get me started. WhyYou’ll want to expend most of your narrative muscle on what the enemies are doing and any emotions that you want them to project. That mandates a minimum level of descriptive narrative outside of those essentials, but at the same time you don’t want blank cyphers, you want the enemies to be discrete individuals. Here’s a great writing exercise that I’ve found can really sharpen your skills: you have twelve words to describe three amorphous blobs, making each distinctive (ignore words like ‘and’ and ‘by’. Hint: don’t waste words by identifying which is which, let the order (as viewed by the PCs) do the work for you, and separate each by putting them on a different line. Here’s an example: Translucent smoky swirls floating mid-air, Twelve words, plus ‘by’, nothing wasted. |
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Environmental Specifics IIThis section doesn’t always appear; it’s where I note any game mechanics, especially regarding the environment. “PCs are at -4 to hit because of smoke”. “Lava does 6d12 if someone falls into it, 4d6 if you touch it.” |
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FormatThese are notes for the GM and are formatted accordingly. Prep AmountSometimes you can write these without cracking a book, sometimes you’ll need to look something up in the rules, and sometimes you will need to work a bit harder at listing all the environmental effects. I try to do as much as I can in prep so that I can save improvising for the things that I haven’t thought of. At the same time, these notes tend to be fairly minimal. The two examples offered above are typical. WhyCovering the key features of the environment in terms of game mechanics speeds things up by saving you from having to look things up. It’s often worth taking the time to note page numbers in the rulebooks. At the same time, it’s hard to anticipate everything, and if you try you end up wasting a lot of prep that never gets used. I prioritize the things that I know I’m going to need. |
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Tactical SituationThis details things about the situation that the PCs don’t initially know, and that will make a difference as the encounter proceeds. Things like where the bad guy is, what he’s doing, what’s his state of mind, and what his goals/objectives are. Sometimes this includes a narrative passage to be read to the PCs, and sometimes it’s all for my reference as I roleplay. If I have a pre-planned combat strategy for him, this is where that goes, as well. It’s entirely possible that there will be absolutely no content under this ‘heading’. |
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FormatNotes for the GM. Prep AmountMinimal. Prep DescriptionVisualization and preparations for roleplay. A lot depends on what the PCs are most likely to do. WhyA lot of this material actually goes later in the encounter write-up, but it’s easier to do all my thinking on the subject at once and then cut-and-paste than it is to do that thinking piecemeal. |
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EncounterAnd so we come to the encounter itself, and what I need to know (and deliver) to have it unfold in an interesting way. Of course, this is very dynamic content, subject to change depending on what the players choose to do. |
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Initial Enemy Action / ReactionWhen the enemy is initially encountered by the PCs, or vice-versa, what will he do? What does he know about who they are, specifically or in general terms? One option that many GMs (including myself) fail to prep adequately for is an attempt to parley by the PCs. I’m starting to specifically plan for that these days, having been caught short once too often. In between is a demand for the enemy to surrender, and this again is something that GMs often don’t prepare enough for. |
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FormatThis is all information for GM reference with the possible exception of the initial reaction. As such, it becomes important to be able to distinguish between the three (or more) different sets of content that falls into this category. I (will) place the trigger in capitals at the start of a line giving a brief indication of the response of the NPC. As standard, I expect that there will be four such lines:
[INITIAL] describes the enemy’s response to catching sight of the PCs or otherwise learning of their presence. This might be an action, it might be a verbal demand, it might be an emotional response, or there might be no visible reaction if the enemy was expecting the PCs to show up at some point. [SURRENDER DEMAND] states how the enemy will respond to a demand for his/her surrender. The same four broad categories of response are possible, with ‘verbal demand’ amended to ‘reply’. [PEACE TERMS] is what the enemy will demand in order to leave in peace, if anything. [PARLEY] is how the enemy will react to any more general attempt to negotiate by the players, or by an NPC who is on the player’s side in the mind of the enemy. Prep AmountTo complete this section, I need to get into the head of the enemy. If my character write-up has been adequate prior to this point, that can be a very quick process, and I can toss off my answers almost as quickly as I can type; if not, it’s better to discover the shortcomings now, when I can do something about them. Prep DescriptionUnderstanding an NPC occurs in two stages: analyzing the character and compressing that analysis into a form that can be rapidly digested. I’ve given more specific advice in this area in two articles: 3 Feet In Someone Else’s Shoes: Getting in character quickly, and Getting Into Character pt 1: NPCs (there is a sequel article about understanding PCs here. |
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Micro-environmentsI don’t need to make notes on this very often, but when I do, this is where I usually put them. A micro-environment is a part of the combat area that has such a different environment that I need to make separate notes about it. |
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FormatThere are several types of information that might need to be presented under this heading, from flavor text to GM’s notes. But, fundamentally, both are optional information that is only to be read when a PC or NPC triggers the option by entering the micro-environment. And that’s the key: starting the first paragraph of this section with “<WHEN (micro-environment) IS ENTERED:”, subsequent paragraphs with “<“, and ending the final paragraph of the section with “>”, as well as applying any other formatting that is standard for optional information – color coding, italics, whatever.\ Within that “wrapper”, I can place prose paragraphs or my GM’s Notes indicator, as necessary. Prep AmountWhen a Micro-environment is present, it’s usually pretty significant. It could be anything from a floating bubble of Elemental Plane to a pocket dimension to a walk-in freezer like the ones used for preserving meat carcasses for butchery to a river or whatever. That means that prep could be quick or could take a little time. One thing that usually makes this section faster is having done at least part of the work in advance – and that is in fact the case when you break the work up in this way (Scroll up looking for the word “lava”). Prep DescriptionThat means that prep is largely a matter of finding notes that have already been made, though some visualization of the micro-environment may also be needed to write a descriptive passage, and that may involve some additional research in rulebooks or elsewhere. Where that is the case, it is also normal for me to have noted the relevant page numbers or saved an illustration with those earlier references, making this prep relatively straightforward. There are exceptions where entering the micro-environment triggers an entirely new part of the plot, usually written up as a completely separate encounter with nothing more than a placeholder here. |
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ComplicationsThere are two ways to interpret this heading, and I use them both as necessary. The first is complications to the plot that may result from the PCs doing something unexpected in the encounter, and the second is complications to the encounter to advance the plot. |
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FormatThe first takes the form of GM Notes, and the second usually takes the form of optional content containing a narrative section or link to subsequent content in the adventure outside of the encounter. Note that in the latter case, I will rarely run the two sections of plot simultaneously, but have been known to do so on occasion. Prep Amount/DescriptionObviously, if this leads to an entirely section of plot, there is no prep to be done in terms of this encounter. The alternative involves spending a couple of minutes thinking about what could possibly go catastrophically wrong and how to deal with it if it does. WhyYou will never think of everything that can possibly go wrong, and too much of the resulting prep would be wasted time, so I tend to only deal with the most obvious possible catastrophes and the most simple solutions. This doesn’t bind me to those solutions; they are there to give me a head start and keep me from freezing up at the game table. |
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Encounter Outline & Prepared DialogueIn theory, this is where this section belongs. In practice, most of the time I put the encounter outline at the very top and any prepared dialogue here – but the encounter outline always starts off in this position. I’ll get to why, and when I move it, in a moment – it’s a clever little trick, learned the hard way. |
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FormatI always number encounters and sections within my adventures. Sometimes there will be Acts and Scenes, sometimes there will just be scenes. Either way, I write all my dialogue here, identifying each passage with a sub-number, and then move it to where it’s supposed to go within an optional text frame with trigger, i.e. “<When (x happens), (enemy name) says, (dialogue in inverted commas)>” Let me explain that numbering scheme a little more clearly, it will only take a second. Let’s say that I have an encounter in scene 4 of Act 3 of an adventure. The Scene would be entitled “3.4 Scene 4: (Encounter Title)”. The first passage of canned dialogue would be numbered 3.4.1, the second 3.4.2, and the 11th (if I got that far, not very likely) would be 3.4.11. Prep AmountOnce again, this involves getting into the head of the enemy. I have a bad habit of under-prepping or (occasionally) over-prepping in this area; I rarely seem to hit the sweet spot of “just enough”. Prep Description & WhyThe encounter outline is a one-sentence summary of the encounter and its plot function. It’s always the first thing that I write after the heading/title of the encounter. But thereafter, I put some white space in between those two, which is where I write all the preceding content, until I reach this point. That means that when writing the rest of the encounter details, the encounter outline is always at hand, usually visible a couple of lines below where I happen to be typing at the time, where I can refer to it constantly. The other half of the prep is the canned dialogue, and until you reach this point, you don’t know exactly what canned dialogue you are going to need, and what you can improvise. Doing it at this point is the most recent change to my normal practices, and it’s my hope that this will solve the under/over-prep problem mentioned earlier. Why? Because, (1) it’s a lot easier to write all your dialogue at one time, and all in the one place (so that you can refer to previous dialogue to maintain a consistent style and characterization), and (2), as I said, it’s not until you get all the rest of the prep done that you know what canned prep you’re going to need. So I write it here, and then cut-and-paste to move it to where in the encounter seems most appropriate, moving the encounter outline while I’m at it. I also intend to make lists of canned dialogue needed as I work on the preceding parts of the encounter, using the numbering scheme described above, to create a checklist of required dialogue. The result, of course, is that this section usually ends up devoid of content. The only exception is when I have a substantial conversation between two NPCs; I may leave it here simply so that I can isolate it from any potential confusion, like leaving out the last line of the conversation because I thought it went with something else. (As an aside, that’s also why I make sure to mark the end of each section with the appropriate “end-section” marker, something I’ve quietly stressed throughout this article). |
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OutcomeFinally, it’s time to document how I want and expect the encounter to end, and where the plot goes from here.
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Encounter NotesThere are three possible sections in the Outcome part of the Encounter Plan, of which this is the first. While this section encompasses any notes that don’t go anywhere else, by far the most frequent content relates to consequences going forward. After the end of play for the day, I will go back over my adventure plan and use Bold to highlight those notes that actually come to pass . When I first unlimber the adventure for the next game session, I will skim through the plan up to the current point of play, reminding myself of those boldfaced notes. And, of course, if something is no longer relevant, it gets un-boldfaced. |
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FormatThese are GM’s notes, and are presented in that format. Prep AmountExisting campaign and adventure notes should make prep minimal. That can stop being the case when the players – or you – have gone off-script and need to work out how to get things back on some sort of track. That can involve completely rewriting the adventure (though I can usually avoid that), retconning events (something I deliberately avoid as much as possible), or simply mapping out a new path from where you are now to some point later in the adventure. One of the most extreme revisions I’ve ever had to make involved taking everything that the PCs were supposed to learn from one batch of NPCs and putting the words in the mouths of entirely different characters, in an entirely new sequence of appearance, having employed entirely different means of learning the essential information. On top of that, the encounter that had steered the plot in this direction set up an additional obstacle that had to be overcome, and the PCs needed intelligence as to how to achieve that along the way. I don’t think the players ever realized – and I’ve been vague enough about the details that they probably can’t even identify which campaign it was in (never mind which adventure)! Prep DescriptionPrep involves a very simply activity: read over the entire encounter and ask yourself “what do I need to remember after this encounter?” I also put the XP value of the encounter in this section for ready reference, if the game system demands xp for encounters. Note that I have fully transitioned these days to the Objective-Oriented Experience Points system that I described more than 5 years ago. |
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Desired OutcomeOf course, if all goes anywhere close to according to plan, the ideal outcome deserves a bit more expansion, possibly some prepared narrative and/or dialogue. The less you have to improv this, the less likely your plot is to skew wildly in some unexpected direction. |
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FormatThis is adventure content, either narrative text to be read to the players, canned dialogue to be read to the players, or – just possibly – optional inserts or inclusions to either or both of these two categories. Prep AmountThis is pretty much the last major content of the encounter. It’s one area of the prep on which I spend as much time as needed, and if extra time is available, it’s one of the priority areas for a little extra polish. |
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Critical BeatsThe final section in the encounter writeup is reserved for reminders of any campaign-level elements that are involved in the encounter, and whether I want to play up their significance or down-play them. |
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FormatThese are GM’s notes, and may be added to in the course of play. I treat these like the Encounter Notes described above. At the end of the adventure, these should be the only things left in bold. Prep AmountPrep doesn’t take long. Prep DescriptionI read over the campaign notes looking for anything that applies to this encounter. Then I read over the encounter looking for anything that will have ramifications beyond this adventure. WhyThese come last because I want them to be easy to find. |
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Wrap-Up
Whew! Made it to the end! But I do have some final advice: I work hard to try and keep the entire encounter visible on a single page or screen. If that means trimming and pruning narrative sections, so be it. I find that infinitely preferable to trying to look at two pages at once, or continually using page up and page down and losing my place!
Although I’ve listed a lot of different sections of content, most encounters end up consisting of half-a-dozen of them, or less. Keeping them all visible at once should be routinely achievable.
Planning encounters is mostly making a few decisions and producing flavor text, just like any other part of an adventure. Use organization to make sure you don’t miss anything important and dressing them up should be a breeze.
Hey, what do you know – it looks like I do have reasons for my natural breakdown of encounter prep after all, even if it does sometimes seem counter-intuitive when the product is viewed on the page. Good to know!
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