The failure of …urmmmm… Memory
The thing that I hate most about being a regular blog writer is that your best ideas come to you when you have absolutely no chance to write them down and no hope of remembering them. In my head yesterday – the only medium available to me – I wrote no less than three absolutely brilliant and insightful articles for Campaign Mastery.
Of course, I could remember none of them by the time I actually got to my computer, or even when I reached a point where I could pause to take notes the old-fashioned way, so you’ll have to take my word for it. I can’t even remember what the sodding articles were about!
Of course, my memory has been failing progressively for some time. The wonder isn’t that I forget some things, it’s that I remember as much as I do. I’m always aware of the big picture (both in my campaigns and in real life), as Johnn has commented on more than one occasion when we’ve been planning together. I always remember the scenario that I’m running at the time, even if I don’t remember exactly what happened in the last session. I remember what the characters personalities are, both PCs and NPCs, and (in general) what they can do, even if the specifics escape me from time to time. So by no means is all hope lost for me.
All this exposition is actually quite relevant to today’s article, the subject of which – wonder of wonders – I had not forgotten. It was actually inspired by an item in Roleplaying Tips #517, which hit my inbox this week. The article in question is “For Awesome Campaigns Build A Player Campaign Book” by Kit Reshawn.
Initial Confusion
I have to admit that when I first read this article, I found it confusing until I was about 2/3 of the way through it. Only then did I realise that even though this was an article about a binder for Player information, it was maintained by the GM of the campaign. Suddenly, all the things that had not made sense before fell into place.
Whenever you come across a problem that has a familiar ring to it, and someone else’s solution to that problem, it’s only natural to spend a few minutes reviewing how you solve the same problem. Is your solution better? is it worse? Are those questions over-simplistic? On the basis that what works for one GM can work for another, that is the subject of this particular article.
The Player Binder, as described, has developed to solve multiple problems (all thematically related), so let’s look at each, and the solutions I employ…
Stephen’s Scrawls
What happened last session? What happened in the session before that? Sometimes I remember, sometimes not. In most of my games, a player by the name of Stephen Tunnicliff keeps a log of the events that affect his character which is often useful as a jog to the old memory. While this often excludes details that apply to other characters, it’s a starting point. Of perhaps equal value is the organisation: he writes his notes on the right-hand page of a lecture-style book and places tags next to important things on the right-hand-side of the left-hand page. This includes things like:
- NPC: for the names of characters encountered and summaries of their descriptions etc.
- Item: used for notes concerning any items that come to his attention – magic in fantasy, high-tech in sci-fi, and so on. With one book for each campaign, context makes the meaning of the term clear most of the time.
- asterisk: denotes information of critical significance.
- Place: Names and general descriptions of locations that are significant.
- [Player-name’s] PC: used as a reminder of the names of important PCs and which player controls them.
There may be others – for example, I’d use a $ sign for loot received.
What makes this especially useful is that Stephen has a particularly scrappy handwriting style that is very fast but sometimes difficult to read, meaning that he uses a lot of space per plot development. (Sometimes he himself can’t read it – and sometimes I can read it and he can’t!) A given page might have no tags, but would rarely have more than 2. This means that there is a lot of space on the left-hand page for clarifying notes, revelations, suspicions, and so on. In effect, the spacial relationship of items on the page becomes another tool for the organisation of information.
He also records XP on the left-hand page.
It’s important to note that what Stephen records is his understanding of events, which may or may not be correct. By using his notes as the unofficial “log” of campaign lore at the start of each session, he not only reminds himself and myself of what has just happened, he gives me the opportunity to clarify things that he AS A PLAYER may have misunderstood – and by extension, what the other players may also have wrong.
The real value of these notes comes after the campaign has had an extended break for some reason. I’ve written in the past about my gaming timetable – most campaigns get played just once a month; and it only takes a minor disruption – ill-health or family commitments or real life – for that to balloon out to a two or three or even four-plus month interval between sessions.
The Campaign Binder of Doom
This is my GMs equivalent of Stephen’s stack of Campaign Books. I use loose-leaf binders and plastic pockets. These contain maps, handouts, reference printouts, house rules, campaign plans – anything and everything that I might need to run the campaign outside of a rulebook set. When the binder gets too big, I archive everything that is no longer immediately relevant. I rarely write anything during the day’s play to go into the folder, and frequently print half-size, so its information density is extremely high.
Notepad
This is used as a scratch-pad to record factoids that are relevant only to the immediate play, at least that’s the theory. In practice, I may produce rough-drawn maps, sketches, tactical displays, jot down ideas for future scenarios or rules changes… but its all intended to be short-lived. If there is any chance at all that I might need it next time, it tends to get extracted and filed in the Campaign Binder.
Art Book
I use this for the occasional map, but most of the time it permits me to draw illustrations to clarify what the PCs are seeing. I often won’t take it unless I know that it will be needed; and I have several in different sizes for when that becomes important. I still remember one session in which I doodled a sketch while GMing the whole day until the end of the day approached, at which point I held up the sketch – A3 in size – and announced “This is what you see” to the table. They had seen this taking shape all afternoon with no idea of the significance (if any)!
USB Memory Stick
I don’t have a laptop (yet), but some of my players do, and sometimes I will take advantage of that to display clip art to the players as an illustration of the scenario (something I’ll write about in more detail some other time). Nothing goes onto this drive that is not for either eventual or immediate consumption by the players.
Sometimes it’s just eye candy to set the mood, sometimes it’s illustrative or specific. Often I will have manipulated the image in some way using my art software – transplanting a figure from one environment to another, for example. Sometimes it might be a diagram. It’s whatever I need to correctly orient the players.
On the day that I get a laptop, the memory stick will become a transportation medium and the laptop will replace everything except Stephen’s notes – and, since I type almost half as fast as I can speak, even they may also vanish (or at least, my reliance on them). And maybe the Sketch Books.
In Total
When you put all these together, you have my equivalent to the Player Binder. Because it’s a more modular approach, I can leave behind anything that I’m not going to need, or add in extras. The only way in which this is inferior to the Player Binder described by Kit Reshawn is that I have to remember where something is located. Which brings me back to the door I came in by…
Oh, and PS: I have since remembered what two of the three forgotten articles were. As they say, all things come to those who wait!
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April 21st, 2011 at 7:28 am
I’ve used the same Campaign Binder of Doom for 20 years now: http://twitpic.com/4nk7v4. It’s served me well in my Star Wars campaigns, but I’ve slowly migrated to online resources.
For my IRC campaign 2003-2005, we used a Yahoo Group to store our pics, notes and session synopses. For the Eclipse Phase game I sometimes play in, we’re attempting to streamline our processes using Obsidian Portal: http://www.obsidianportal.com/campaigns/fastball-express-inc
April 21st, 2011 at 8:12 am
The only problem with updating your processes is migrating past information. Your folder looks great, and very reminiscent of the one that I use (I actually color-code the covers for Campaigns – Green for “Fumanor: Seeds Of Empire”, Blue for “Fumanor: One Faith”, White for “The Adventurer’s Club”, Grey for “Shards Of Divinity” and Purple for “Warcry” – but that’s about the only difference.
April 21st, 2011 at 11:40 am
I just wanted to point out the the campaign binder (or whatever system you use) is actually used professionally within the video games industry when developing video games. It’s one of the primary design documents, and is designed to keep a record of the world of the game as it is be developed, as well as all changes being made to it, so that all members of the video games design team can reference it to provide consistency within their work. When you find story-based continuity errors, it is normally because something got changed but was not fixed elsewhere and the change was not reflected in this document. It is referred to professionally as the Story Bible. This is also the main reason why campaign wikis, such as those from Obsidian Portal, are so popular (besides their ease with which they can be updated) – it allows you to record and update your campaign so everyone has the same information.
Da’ Vane recently posted..Worlds’ View
April 21st, 2011 at 11:48 am
just a very small tip how i overcome the situation of not having the possibility to write an idea down: I just use my cell phone, this thing is always in my reach. One does not need a smartphone for jotting down an idea: Note just the important key words as a draft SMS or as an entry in your telephon book.
Michael Beck recently posted..25 Stadtbegegnungen
April 21st, 2011 at 6:36 pm
@Da’Vane – It’s a natural development, I’ve been doing it this way from the first session I ran (without the memory stick). My first GM was horribly disorganised, sheets of loose paper everywhere; my initial reaction was that there had to be a better way. Hollywood also relies on the story bible, especially for animated movies/sequences and anywhere that time is a serious , so it’s fairly universal solution. And you’re absolutely right about the relationship to campaign wikis!
@Michael – thanks for the tip! My phone is a very primitive device that makes it hard to compose and save draft text messages and harder to recall them – it takes 5 times as long as it does to write something down, if not more. But I’ll bear it in mind, and it may help some other GM out there with the same issues, so thanks for contributing!
April 21st, 2011 at 7:47 pm
@Mike: It’s always good to know when something you use is actually used professionally for exactly the same purpose though. It sure beats finding out you did it wrong!
@Michael: My phone is the same as Mikes – harder phones can be harder to draft notes on. That said – if you can afford it, a dictaphone is a good alternative as well. Failing that, if you really get caught short, call your home phone and record it to your answering machine! A good idea recorded has to be worth the cost of a local call, surely.
Da’ Vane recently posted..Worlds’ View
April 22nd, 2011 at 6:03 am
[…] Mike over at Campaign Mastery points out what I already know, but can’t ever seem to remember… that writing things down is a necessity when gaming! Check out The failure of …ummmmm… Memory […]
April 22nd, 2011 at 10:14 am
I would very much like to use a binder for taking notes during games. However, my left-handed way of writing means I have to turn the binder at a 45 degree angle, and there’s never enough room to allow for that.
I use a three hole punch spiral notebook for notes because I can folder the book over, in half. I can rip the pages out and put them in my binder. Messy, though.
April 22nd, 2011 at 6:57 pm
Johnn, that should be a solvable problem. The plastic sleeves approach that I use means that you can use a single page legal-type pad – or indeed, any pad that will fit within your space when angled – and remove the used pages into the binder. When you want to bring back an earlier page, you can either withdraw the page from it’s plastic haven or remove the item, pocket and all. (Handdrawn and hence irreplaceables tend to get the latter treatment at my table, printouts from computer the former).
What’s more, because you can leave the sleeve behind or replace it, you can affix all manner of labels and reminders to it regarding the significance of the contents and why they have been preserved.
Regardless of your preferred writing angle, you only need enough space to open the binder, temporarily. You can even do all extractions prior to the game if you need more room!
April 22nd, 2011 at 9:04 pm
Thanks Mike. I’ll mull that over.
The irony is I have an iPad and laptop at the game table, but I prefer hand writing my notes. Old school for old GMs. :)
January 15th, 2016 at 7:58 am
[…] Mike over at Campaign Mastery points out what I already know, but can’t ever seem to remember… that writing things down is a necessity when gaming! Check out The failure of …ummmmm… Memory […]
May 3rd, 2016 at 12:56 am
[…] Over time, this modular “binder” evolved; in 2011, more than 5 years ago, I described it rather more extensively in The failure of …urmmmm… Memory. […]