View Full Version : GM help: I could use a hand
Baelfyre
12-31-2006, 05:40 AM
I am having to change my GM'ing style radically, and I could use some tips from some other experienced GM's.
In the past, I always kept my games in my head, with just some really basic notes. Courtesy of an injury to the head last year, I can't do that any more. Basically, short term to long term memory was among the damage.
So I am forgetting major plot bits that should be happening as well as things that have already happened. I know other GM's have their own methods for keeping track.
I would appreciate it if those of you that have run long term (2+ year campaigns) would share your methods for managing information over the long term, as well as how you keep track of things from session to session.
Thanks.
i have GMed but a handful of times. but due to my inexperience and lack of comfort at doing so, i've taken to extensive session prep to avoid that kind of issue. i write myself little outlines that branch at each decision the PCs make, w/ notes re: what needs to be reinforced/communicated.
if that isn't working for you, is it bad enough that you need to devise little module-style write-ups for yourself? that's actually something i've considered doing for myself, to be honest: i'm fantastically scatter-brained at times.
ed
Cranky Dog
12-31-2006, 12:15 PM
Most of my games are spur of the moment improvs with just a little bit of preparation. I adapt my game to the players as they move along.
That said, as a DM or a player I always have a note book in which I scribble little things. Major names, places, what we fought in battles, events, quotes. Basically, anything that seems important at the moment. I also date each game session with a highlighter for easier reference. My "campaign" book has been through several campaigns, dating back to '97.
Our games are usually on friday evening and my brain usually goes in the off mode by that time, so it's a simple tool that is easy to use and carry.
Then again, I take a lot more notes as a DM than as a player since I have to manage every other players' side-stories.
Cranky Dog
"I have a DM aid opinion, international!"
Windhaven
12-31-2006, 12:50 PM
I write my games like an epic adventure tale. That is, I come up with a quest idea, then outline it.
I often come up with a written legend or tale for them to encounter to get things rolling.
As each game session passes I fill in parts of the outline that have passed, as if writing a story. I then look over my outline and see what needs to be changed as a result of what just happened.
Like you, I used to do this in my head, but old age has done for me what an accident did for you, and I've resorted to putting it in writing.
Our current adventure, for example, took an unexpected turn when the PCs stopped in at one PC's home town to re-equip. The PC played out warm-handing people he knew, and the Bard played it up as well. The PC is a younger Dwarven Prince, not set to inherit anything but the name, but they did the whole "All Hail Prince Ali" thing, and that changed things a lot. A feast was called to celebrate his return, and politics got involved. The evil brother of the King, who was always plotting ways to take the throne, is being fed the rumor that the PC Prince plans to take the throne. The PC has no such plans, of course, they're just spreading the tale to mess with the uncle. Then there are the tales they're spreading of him being betrothed to another PC, a lady Dwarf "of good family, in high position to a royal line". The female PC didn't know about this and isn't at all thrilled. Fact is her father is the captain of the personal guard to the evil uncle.
Needless to say, a simple shopping trip is becoming a major political game, something which was not in my outline, and may divert the entire adventure. But that's they way games go. You have to think on your feet in play, and correct the plans between games.
Since your disability may be greater than mine, I'll advise you to depend on your players. If you can't remember some name or fact, ask them for help. They'll understand.
Windhaven de Cabra, absent minded wizard
Hitcher
12-31-2006, 02:57 PM
Maybe you should check out Dungeon Master for Dummies (http://www.dummies.com/WileyCDA/DummiesTitle/productCd-0471783307.html).... just a thought!
BlueNinja
12-31-2006, 03:05 PM
For upcoming events in the campaign, I have a rough outline of how things will go. My major game that I'm GMing is supposed to play sort of like a tv series, so each adventure is an 'episode' and I have between half a page and a full page typed about each one. It includes where they'll be, quick mentions of any major NPCs, and my intent for how the plot should go. Since it's run on a forum, I don't have to keep notes about what has happened "on screen", but my recommendation is that immediately after every game session (and probably during breaks during the game) you write down notes of what has happened during the game.
Sorry to hear about the memory problems, man. The tabletop Aberrant game I played in fell apart last month due to the same thing with the GM.
Hitcher
12-31-2006, 03:26 PM
You might want to check out the Ultimate DM's Binder (http://www.roleplayingtips.com/readissue.php?number=69) article over at Roleplayingtips.com. I think you definitely need the In Game/Campaign Reference kind.
You might also want to try out the Cornell Note Taking (http://www.lifehacker.com/software/productivity/cornell-notetaking-method-125400.php) method during the game for writing up afterwards. You can print off custom sheets here (http://www.eleven21.com/notetaker/).
Baelfyre
12-31-2006, 05:16 PM
ed: if that isn't working for you, is it bad enough that you need to devise little module-style write-ups for yourself? that's actually something i've considered doing for myself, to be honest: i'm fantastically scatter-brained at times.
I'm trying to avoid that level of complication, but it may be necessary. My players tell me that they can't tell the difference, but I can. For example, one of them set up a major political/rumormongering hubbub in last weeks adventure.
I remembered that they set up the hubbub, but it was only yesterday I remembered exactly what it was about. Just couldn't pull it up. Irritating, and embarrassing. Fortunately, we haven't played since but still...
Cranky Dog: That said, as a DM or a player I always have a note book in which I scribble little things. Major names, places, what we fought in battles, events, quotes. Basically, anything that seems important at the moment. I also date each game session with a highlighter for easier reference. My "campaign" book has been through several campaigns, dating back to '97.
This is exactly the kind of thing I was looking for. Do you have some specific time that you take the notes (ie. breaks, after game) or do you call the game for a moment to take notes?
Windhaven: As each game session passes I fill in parts of the outline that have passed, as if writing a story. I then look over my outline and see what needs to be changed as a result of what just happened.
I'm pretty sure I'm going to have to use a variant of this one. How detailed do you make your outline? Do you use a standard outline or have you formatted one for gaming?
Windhaven: Since your disability may be greater than mine, I'll advise you to depend on your players. If you can't remember some name or fact, ask them for help. They'll understand.
I have a great group, and they are being very helpful and supportive. I'm having a bit of difficulty swallowing my pride, I suppose. I feel like I shouldn't have to ask them to do part of my job as a GM.
Hitcher: Thanks for the links. The note taking tool looks like it may be particularly effective. I haven't had time yet to check the binder in depth, but I will do so tomorrow.
Thanks all.
StarkDaddy
12-31-2006, 05:23 PM
I run modules that I make which are pretty much like mods made for retail (though some details are assumed) - with everything from all NPC stats (even non-essential), to descriptions of every possible location that I can anticipate the party will travel too, to player hand outs all spiffed out, to pictures of all the major NPCs and some encounter areas.
Secondly, at the beginning of each adventure I sum up what happened last time for the players, which I can then review if I forget something.
Another suggestion, one that I generally use (in non-Hyborian age games) is a calendar. You can keep notes and fill in what the party has done day-by-day. It gives the game a great deal of depth and realism.
Cranky Dog
12-31-2006, 08:19 PM
Cranky Dog: That said, as a DM or a player I always have a note book in which I scribble little things. Major names, places, what we fought in battles, events, quotes. Basically, anything that seems important at the moment. I also date each game session with a highlighter for easier reference. My "campaign" book has been through several campaigns, dating back to '97.
This is exactly the kind of thing I was looking for. Do you have some specific time that you take the notes (ie. breaks, after game) or do you call the game for a moment to take notes?
Frankly, I do it *during* the game. I'm not writing a novel here nor anything deep and thoughtful, just scribbling short notes. Since each note takes only a few seconds, no real time is loss since they require little concentration. Rather easy since there are always little interuptions during game sessions.
Cranky Dog
"I have a note taking opinion, international!"
Windhaven
01-01-2007, 03:50 PM
I'm pretty sure I'm going to have to use a variant of this one. How detailed do you make your outline? Do you use a standard outline or have you formatted one for gaming?
I just rough it out like we learned in English class.
You know, I start with an opening at the top of the page, a conclusion at the bottom, and then in between I'll add a line for every major plot point. Once I have those, I'll go back and add support materials and notes to each plot point. I'll add another level if I think it needs it, but it usually doesn't.
After a game, I'll go back and add in whatever things they got, or missed, in the section they just did.
One trick might be to start each session with the Experience from the previous one. Base this on your notes, but then ask the players for nominations for RP bonuses, and what parts they liked or thought were too hard. They'll remember details for you and remind you of them so they're fresh in your mind when you begin play. Make some notes about their comments, to fill in blanks in your story outline. As a bonus, you'll get some valuable feedback as well.
We just finished the second session in a row that was pure storytelling and roleplaying, which is always hard to score. One poor PC missed the previous session and so was a little lost this session. He was 525 points from making 10th level. Base Exp for a pure RP session is supposed to be 50 x character level, which totalled to 450 for him, and he hadn't done anything outstanding to earn a bonus. I joked that I was torturing him on purpose, then gave everyone a 75 point bonus for the general level of fun we'd all had.
Windhaven de Cabra, racaunteur wizard
JasonStarfire
01-01-2007, 07:56 PM
I was going to reply to this earlier, but I've been sidetracked. Anyway, I have problems with short term memory as well. I also usually end up being the DM in my groups. I've come up with several tricks to make the process go easier.
Jot down notes during down time, or idle chatter. If you can spend a few seconds writing down notes while the PCs are trying to decide what to do about the puzzle you've thrown at them, or how to best fight the monster, do so. Make sure you date your notes so you know when it happened. If there's one thing that is inevitable, it's that the players will get sidetracked at some point during the game. If it's game related (or in character), no problem, just write down your notes and continue. If it's not game related, jot down your notes, then whip them back in line, dag nabbit!
- Tape recorder. I've resorted to using a little hand held tape recorder to record my introduction to each session, the conclusion to each session, certain critical session moments, and general "notes to self." It's really handy.
ed's idea for creating Dungeon Module style adventure outlines is pure gold. I tried it myself several years ago, and I highly advise it. It's really nothing like running a published adventure. The key difference is that you wrote the adventure, so you'll be more intimately familiar with it. This gives you the freedom to ad lib as you see fit without straying too far from the main adventure outline. If you can't recall any details, just look them up and they're right there. Voila!
Um... I can't think of anything else, but if I do, I'll post 'em.
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