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	<title>Comments on: Session Writing- It&#8217;s All In The Notes</title>
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	<link>http://www.dnaphil.com/2008/10/03/session-writing-its-all-in-the-notes/</link>
	<description>Game Master/ Project Manager/ Gnome</description>
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		<title>By: njharman</title>
		<link>http://www.dnaphil.com/2008/10/03/session-writing-its-all-in-the-notes/comment-page-1/#comment-9</link>
		<dc:creator>njharman</dc:creator>
		<pubDate>Tue, 30 Oct 2007 20:12:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.dnaphil.com/2007/10/25/session-writing-its-all-in-the-notes/#comment-9</guid>
		<description>I put everything on notecards.  The only full-size(8.5x11) papers are in my DM-Book.  *Thin* tabbed binder with campaign level stuff.  Such as random names, random quirks/personalities, rumors, maps of region, some rules, calendar of pre-generated events/holidays/notes/weather, session notes.  I keep this in front of me during session and use it to, among other things, create stuff on the fly when players go off some tangent not thought of/prepped for.

The note cards are in stacks around this and include:

A card for each &quot;terrain&quot; with bulleted list; descriptions using 5 senses (and sometimes more like detect evil/good)

A card for each scene/encounter with bulleted list;  1-2 specific 5 sense description(heavy animal musk)/moods(serene).  What the challenge/purpose of scene is.  Maybe some dialog.  Hi-lighted DC checks for traps, finding stuff, knowledge.  Any treasure on back along with how plot progresses if characters fail and how plot progresses if characters succeed.  Maybe a little map.

A card for each NPC/Monster (mooks/minions share a single card) with stat block on front.  On back, equipment, physical description(5 senses). *One* quirk/mannerism/feature to make them memorable.  Goals/relations/history(if major NPC) and a &quot;signature&quot; quote that paraphrases their personality.  Sometimes I read quote to players, other times it&#039;s just to jog my memory about all the stuff I was thinking when imagining this npc. 

For important hi-level npcs esp casters I&#039;m finding one card is not enough but I am loath to go to something larger. Perhaps I&#039;ll try putting spells and equipment on separate card.

Before session I grab the terrains/scenes/mobs I expect  to be used.  Others are close by.  I use a card holder behind my screen for the most critical.  I spend few seconds scanning the bullet points and visualizing the terrain/scene/npc then describe it to players.  The bulleted lists of 5 senses and pause to visualize has helped me tremendously to quickly express memorable, unique scenes/mobs and immerse my players.

Oh, I also have card for each player character that i use in initiative stack.  But also with key skills/abilities for secret DC checks and brief descriptions to bring them into the world.  PC&#039;s like it when NPC&#039;s notice what they are wearing :)

btw None of this did I figure out myself.  It is pieced together from http://www.roleplayingtips.com articles and various GM blogs.</description>
		<content:encoded><![CDATA[<p>I put everything on notecards.  The only full-size(8.5&#215;11) papers are in my DM-Book.  *Thin* tabbed binder with campaign level stuff.  Such as random names, random quirks/personalities, rumors, maps of region, some rules, calendar of pre-generated events/holidays/notes/weather, session notes.  I keep this in front of me during session and use it to, among other things, create stuff on the fly when players go off some tangent not thought of/prepped for.</p>
<p>The note cards are in stacks around this and include:</p>
<p>A card for each &#8220;terrain&#8221; with bulleted list; descriptions using 5 senses (and sometimes more like detect evil/good)</p>
<p>A card for each scene/encounter with bulleted list;  1-2 specific 5 sense description(heavy animal musk)/moods(serene).  What the challenge/purpose of scene is.  Maybe some dialog.  Hi-lighted DC checks for traps, finding stuff, knowledge.  Any treasure on back along with how plot progresses if characters fail and how plot progresses if characters succeed.  Maybe a little map.</p>
<p>A card for each NPC/Monster (mooks/minions share a single card) with stat block on front.  On back, equipment, physical description(5 senses). *One* quirk/mannerism/feature to make them memorable.  Goals/relations/history(if major NPC) and a &#8220;signature&#8221; quote that paraphrases their personality.  Sometimes I read quote to players, other times it&#8217;s just to jog my memory about all the stuff I was thinking when imagining this npc. </p>
<p>For important hi-level npcs esp casters I&#8217;m finding one card is not enough but I am loath to go to something larger. Perhaps I&#8217;ll try putting spells and equipment on separate card.</p>
<p>Before session I grab the terrains/scenes/mobs I expect  to be used.  Others are close by.  I use a card holder behind my screen for the most critical.  I spend few seconds scanning the bullet points and visualizing the terrain/scene/npc then describe it to players.  The bulleted lists of 5 senses and pause to visualize has helped me tremendously to quickly express memorable, unique scenes/mobs and immerse my players.</p>
<p>Oh, I also have card for each player character that i use in initiative stack.  But also with key skills/abilities for secret DC checks and brief descriptions to bring them into the world.  PC&#8217;s like it when NPC&#8217;s notice what they are wearing <img src='http://www.dnaphil.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>btw None of this did I figure out myself.  It is pieced together from <a href="http://www.roleplayingtips.com" rel="nofollow">http://www.roleplayingtips.com</a> articles and various GM blogs.</p>
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		<title>By: Steve</title>
		<link>http://www.dnaphil.com/2008/10/03/session-writing-its-all-in-the-notes/comment-page-1/#comment-8</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Mon, 29 Oct 2007 15:40:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.dnaphil.com/2007/10/25/session-writing-its-all-in-the-notes/#comment-8</guid>
		<description>Great posts.  I also tend to like to include room descriptions in my notes to add some texture to each scene.  I follow the following tips by Rich Burlew to achieve that effect:  http://www.giantitp.com/frm0001.html

I also tend to add a sidebar next to NPC encounters to include a couple of talking points or mannerisms to help distinguish one NPC from another.  For instance, I might have a line about how the NPC likes the phrase &quot;if you ask me.&quot;  Then, during play, I&#039;ll pepper the conversation with that phrase, thus making that NPC different, albeit superficially, from the umpteen other NPCs the characters are likely to meet on the adventure.</description>
		<content:encoded><![CDATA[<p>Great posts.  I also tend to like to include room descriptions in my notes to add some texture to each scene.  I follow the following tips by Rich Burlew to achieve that effect:  <a href="http://www.giantitp.com/frm0001.html" rel="nofollow">http://www.giantitp.com/frm0001.html</a></p>
<p>I also tend to add a sidebar next to NPC encounters to include a couple of talking points or mannerisms to help distinguish one NPC from another.  For instance, I might have a line about how the NPC likes the phrase &#8220;if you ask me.&#8221;  Then, during play, I&#8217;ll pepper the conversation with that phrase, thus making that NPC different, albeit superficially, from the umpteen other NPCs the characters are likely to meet on the adventure.</p>
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		<title>By: Lee</title>
		<link>http://www.dnaphil.com/2008/10/03/session-writing-its-all-in-the-notes/comment-page-1/#comment-7</link>
		<dc:creator>Lee</dc:creator>
		<pubDate>Mon, 29 Oct 2007 14:32:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.dnaphil.com/2007/10/25/session-writing-its-all-in-the-notes/#comment-7</guid>
		<description>This looks very good-- I followed the link here from Treasure Tables just today.  I&#039;ve developed a similar system for session-writing, starting with a &quot;title&quot; time, terrain &amp; weather, plus I often throw in a quickie map.
   However, I also have the &quot;Didn&#039;t I say that?&quot; problem you cite, so I will adopt your idea of writing out important conversation.  And yes, my NPC characterization is very weak, too.</description>
		<content:encoded><![CDATA[<p>This looks very good&#8211; I followed the link here from Treasure Tables just today.  I&#8217;ve developed a similar system for session-writing, starting with a &#8220;title&#8221; time, terrain &amp; weather, plus I often throw in a quickie map.<br />
   However, I also have the &#8220;Didn&#8217;t I say that?&#8221; problem you cite, so I will adopt your idea of writing out important conversation.  And yes, my NPC characterization is very weak, too.</p>
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		<title>By: Wally</title>
		<link>http://www.dnaphil.com/2008/10/03/session-writing-its-all-in-the-notes/comment-page-1/#comment-6</link>
		<dc:creator>Wally</dc:creator>
		<pubDate>Fri, 26 Oct 2007 06:27:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.dnaphil.com/2007/10/25/session-writing-its-all-in-the-notes/#comment-6</guid>
		<description>It is amazing to see how far you&#039;ve grown and flourished as a game master, Phil. Your attention to detail, and methodology is simply astounding. It truly makes me jealous of your current rpg group. I definitely wish I could play.
This was a great insight into how you do what you do.</description>
		<content:encoded><![CDATA[<p>It is amazing to see how far you&#8217;ve grown and flourished as a game master, Phil. Your attention to detail, and methodology is simply astounding. It truly makes me jealous of your current rpg group. I definitely wish I could play.<br />
This was a great insight into how you do what you do.</p>
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