1001 Tips for Winging It: A GM's Guide to Improvising and Cutting Down on Prep Time

Post/Author/DateTimePost
#1

pukunui

Apr 20, 2009 4:09:58
Hi all,

I'm planning on converting Star Wars Saga Edition into a fantasy game at some point over the next six months or so. Because I'll be more or less on my own once it's finished and also because I've got a young family, I'd like to streamline my prep time as much as possible and get better at improvising at the game table.

What I'm hoping is that people will post their tips and tricks for "winging it" and for cutting down on prep time here using the popular "1001 ways to skin a cat" method.

Don't worry about game system. Whether you GM D&D, Star Wars, GURPS, or anything else, feel free to contribute. Let's see if we can get to 1001!


I'll start us off with something I've done in the past:

1) If you use a computer during your gaming sessions, make up an Excel spreadsheet to keep track of monster hit points. Set it up so that you can just slot in the amount of damage they take each round and it'll automatically subtract it from the total. If you're playing 4e, you can also set up the spreadsheet so that their current hit points change color when they hit their bloodied value.
#2

grimgent

Apr 21, 2009 8:43:46
Cribbing from the GM advice in Nobilis:

"Never Say 'No'.

When a player asks you, 'Can I do X?' -- where 'I' means their character and 'X' is some course of action -- use one of the four useful answers below.

-- 'Yes', if their course of action seems innocuous and interesting.
-- 'How?', if you don't see any way that they can do it.
-- 'You can try!', if it seems possible but unlikely.
-- 'Yes, but there's a catch', if you can think of a good catch.

Each of these adds enjoyment and possibilities to your game. Saying 'no' rarely does."


In other words, keep the game going by rolling with whichever punches the players might throw at you and use them for a source of constant inspiration. "Yes, but then..." "Yes, and also..." "Yes, if you..." (Along with an occasional "How exactly were you going to do that? And no, 'With flair and panache' isn't enough.")
#3

pukunui

Apr 21, 2009 15:33:28
Good stuff. We'll call that 2.

3) Don't worry about crossing every t and dotting every i when doing monster and NPC statblocks. Just give them what they need for the encounter and leave some stuff blank ... or give them some free slots (skills, feats, weapons, etc) that you can fill in during the game session.
#4

annoyinglizardvoice

May 15, 2009 19:29:50
4. Don't bother with stat-blocks. Just guess when the time comes.

5. Toilet time = planning time.

6. Random monsters/npcs = which ever miniatures you find first.
#5

pukunui

May 15, 2009 20:01:39
Someone posted! Cheers!

7. If you're stuck for names and such, check out the Everchanging Book of Names (EBON): ebon.pyorre.net.
Note: As the generator is shareware, you'll have to pay a small fee in order to "unlock" its full capabilities.
#6

WebNinja

May 20, 2009 16:31:53
8. Never, EVER throw away a dungeon map. Even if you designed it 30 years ago when you were still an infant and D&D wasn't even called D&D, NEVER throw it out. You may be using it for a cell block if your players get captured, or whatever. You can even use the same map twice in the same adventure, if the timing is right. If your players catch on it you just say it was the same architect who built it...

9. In the same vein, NEVER, EVER throw out a character sheet from your PC's/NPC's/BBEG's/BBGG's etc... You maybe using them again when the time comes.

10. If you have a computer, it's all good and dandy if you can use anything from encounter generators, to name generators, and even monster stat generations.

11. Don't shy away from using monsters as they are presented in the MM. Don't try and personalize every single monster the PC's will encounter during the adventure. They won't be remembered, instead, try and focus on just a few "elite" monsters.