Prep Time

Today’s lesson, children, is about preparation. There are two keys to being a good DM, and one of them is being prepared for sessions. Most of the work a DM does, really, is preparation.

For instance, a DM preps:

  • Non-player characters (NPCs), making their stat sheets where necessary
  • Designing dungeons and rooms to fight in
  • Developing puzzles for the players to unravel
  • Where appropriate, writing riddles for them to muddle through
  • Figuring out what monsters the players will face
  • Making sure you’re not giving them obstacles that are too strong, or too weak
  • Planning the greater story arc of whatever they’re currently doing
  • Organizing what treasures they’ll find, and what they’re worth

Some DMs don’t do a lot of prep and do things on the fly. That’s okay if it’s done in moderation, but most players appreciate it when a DM walks into a room and takes command of the situation, and at least knows SOMETHING about what they’re going to run. I once played a session where the DM came in about 15 minutes before he was supposed to run game, sat down, picked up the Monster Manual, and announced “Alright! Time to figure out what you’re doing tonight!”

Definitely not the best first impression. That and other reasons contributed to the fact that I only played in that one session.

I’m not always the most organized DM, or even the most organized person in general. As a case in point, I should call attention to the fact that it’s 8:10 and EC is intended to start at 9, and I don’t have the vaguest notion of what the party will be doing tonight. Instead I’m blogging about the fact that I’m not prepared.

Counter intuitive? Of course! But it’s a lesson in disguise.

Or, actually, a lesson in plain sight. But that’s beside the point.

Additionally

Interestingly enough, the other key to being a good DM is being able to roll with the punches. The first law of D&D is sort of a spin off Murphy’s Law. But instead of saying that “what can go wrong will go wrong,” it goes a little more like this:

“No matter how much you have planned, the players will always find a way to screw it up.”

So no matter how prepared you are (regardless of procrastination) you have to also be prepared to say “Oh, well, that whole dungeon is now completely irrelevant,” and toss the book of information you had about the mystical forest tribe of corn-eating dryads with blue hair over your shoulder. At that point you have to let the players do what they want, because if you force them to backtrack and circle around so that they DO go through the mystical forest of corn-eating dryads, they get fidgety and pissy with you.

See, the whole point of D&D is having the freedom to choose what you do and when. If the DM takes away that freedom to choose and railroads them in a certain direction, it’s no longer fun.

With that said, though, I think it’s time I go figure out what they’re gonna be doing.

See you in a few hours for a post-game recap!

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3 Responses to “Prep Time”

  1. Shazzbaa Says:

    I think it’s POSSIBLE to be a “fly by the seat of your pants” style DM. But the one caveat is that you have to be good at flying by the seat of your pants.

    One of my favourite DMs ever made up a whole dungeon, complete with monsters and two riddle/puzzles and a unique weapon that ended up becoming a defining item for the character who decided to wield it — on the spot. But the thing is… WE DIDN’T EVEN REALISE IT. When I thought he was re-drawing the map for our benefit, he was, in fact, inventing the map as we went.

    So, it’s possible, depending on what you’re more comfortable with. But I don’t think it works so well unless you’re so comfortable with it that the players really can’t tell how little you’ve planned.

    • actoratheart Says:

      WHICH, to be fair, is way easier online, too.

      All in all I like to have SOME prep, even if I don’t know everything– if nothing else, it means I don’t have to slow down game to grab six different books just to get a character’s stats. D:

  2. Let go, Jack! « Confessions of an Online DungeonMaster Says:

    […] one of the biggest things a DM has to learn is how to let go. In past entries I’ve talked about having to discard dungeons on the fly, and about having to ditch paragraphs. But that’s just the surface. There’s also villains killed […]

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