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Planning vs. Riffing: On Being Over Prepared
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<blockquote data-quote="Reynard" data-source="post: 9295259" data-attributes="member: 467"><p>I am an unrepentant improviser and pantser, so keep that in mind with my response:</p><p></p><p>First are foremost, never, ever feel like you can't call for a 5 minute break to deal with a shift in direction or unexpected choice, die result or whatever. Send everyone outside for a smoke (oops, it isn't the 90s anymore) and get yourself together. Think through the change, sketch a map, roll up an encounter -- whatever you need to do to "prep" right then and there.</p><p></p><p>Remember that random tables are your friend. Maybe spend some of that fretful prep time coming up with bespoke tables for the game/adventure in question. if you need inspiration in the middle of a session because the players hooked left, use those. It will be instant inspiration but will also still fit what's going on.</p><p></p><p>Ultimately, though, what works for me is that I make sure that I know who (NPC and adversary wise) is involved in the scenario and what they want, and what they would do if left alone by the PCs. If I know that, then I can figure out what they do in response to choices the PCs make. Even if it is just a dungeon crawl, there are people and/or things in that dungeon that have motives and plans.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9295259, member: 467"] I am an unrepentant improviser and pantser, so keep that in mind with my response: First are foremost, never, ever feel like you can't call for a 5 minute break to deal with a shift in direction or unexpected choice, die result or whatever. Send everyone outside for a smoke (oops, it isn't the 90s anymore) and get yourself together. Think through the change, sketch a map, roll up an encounter -- whatever you need to do to "prep" right then and there. Remember that random tables are your friend. Maybe spend some of that fretful prep time coming up with bespoke tables for the game/adventure in question. if you need inspiration in the middle of a session because the players hooked left, use those. It will be instant inspiration but will also still fit what's going on. Ultimately, though, what works for me is that I make sure that I know who (NPC and adversary wise) is involved in the scenario and what they want, and what they would do if left alone by the PCs. If I know that, then I can figure out what they do in response to choices the PCs make. Even if it is just a dungeon crawl, there are people and/or things in that dungeon that have motives and plans. [/QUOTE]
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