Taking 20 Podcast - Ep 72 - Minimalist DM Prep Tips
Episode Date: May 9, 2021This topic was suggested by Adrian Young on the Taking 20 Facebook page. Â Lots of DMs burn out because they spend hours and hours preparing for gaming sessions while their players get to just show up... and play. Â In this episode, we talk about tools that DMs can use to reduce their overall prep time before each gaming session.
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Ladies and gentlemen, thank you for tuning into episode 72 of the Taking 20 podcast.
This week, all about minimalist GM prep tips.
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This week's topic is courtesy of Adrian Young on Facebook.
It's a great topic, Adrian. Thank you so much for sending it in.
As a reminder, I tend to use phrases like Dungeon Master or DM and Game master or GM interchangeably. Advice for one would
be the same as the advice for the other. Different games call this position different things,
including referee, storyteller, or obviously most beautiful, talented, amazing, and successful person
at the table. Overprep is one of the leading causes of GM burnout. It's definitely not the
only cause, and unforgiving schedule, difficult players,
confrontations, party infighting, they all contribute to burnout, and I need to do an
episode on that. First, a word of warning. Minimal prep does not mean no prep. I've been DMing for
years, and while there are a select few who could DM with zero prep time, most of us aren't them.
This is especially true if you use
battle maps instead of Theater of the Mind for combat. I, for example, still need to select and
prepare maps, find tokens or miniatures, and probably need about 30 minutes to get organized
for a good four-hour session. The process becomes easier the more you practice it, though. It's like
a muscle. The first time you ever try to DM with minimal prep, it will
be rough. The second time will be easier. Soon it becomes old hat. Stick with it and it will become
second nature for you. Also, this process is easier for experienced DMs. If this is your very first
session as a DM, it will be difficult simply because you don't have as many tools in your
toolbox as a long-standing DMs would. But you're prepping a lot as a DM and it's stressing you out.
Okay, somebody would just say just press less. It seems obvious, right? The problem is that with
less prep, there's this feeling of being ill-prepared at the table. It's the fear that
your players will do something or make a choice that you did not anticipate and did not expect
and therefore wouldn't give them a good session because of it? How do you combat that
feeling? I used to be the exact same way as a DM. I prepped and overprepped and overprepped some more
just in case the players went left when I thought they would go right, or dug through a tunnel that
should be impassable, or in the middle of the dungeon decided to fuck off and go a completely
different direction. What if they go to the town of Dingleberry Ferry? I haven't prepped that town
yet. I don't know what the names of the inns and taverns are. Who's the mayor? Do they even have a
mayor? I'd better spend the next two hours designing Dingleberry Ferry just in case they go there.
And of course they didn't. They went to the dungeon in front of them, cleared that out,
and eventually went back to their quest hub town to sell gear, buy more stuff, and head to the next dungeon. So now I've got this
town I've spent hours preparing that will never come into the campaign. Rinse and repeat over
years and it's easy to see how DMs burn out. Being able to run an adventure with minimal prep time
helps to keep us GMs from becoming the soulless, burned-out husks
robotically going through the motions, throwing the next monster in front of the party for them to slaughter.
It gives us more free time to design the important parts of the adventure,
like the big bad's plans, major antagonists and allies, and integrating player backstories into the campaign world.
You spend less time coming up with the serving girl's
name of Yvonne and her backstory and motivation that she's only waiting tables right now because
she's putting herself through nursing school. But that means more time designing that memorable
climactic battle on the rooftop of a burning building against Coesta the Doppelganger.
She's a crime boss with three random squares of the rooftop falling away every single round and flames erupting from the new holes.
Well, shit, that's better than what I had planned for an upcoming one-shot.
Time to revamp that third act.
If you give your players agency and the ability to make their own decisions,
inevitably they are going to go a direction that you did not expect.
Unless the pre-made or custom-designed adventure is a pure railroad,
at some point the players are going to make that decision and you think,
well, crap, what the fuck do I do now? I didn't prep that.
The best way to combat that feeling of being unprepared is to give yourself tools in your DM toolbox that will allow you to respond to the inevitable, unexpected situations.
My first tool for your toolkit is going to sound completely counterintuitive.
first tool for your toolkit is going to sound completely counterintuitive. To learn how to GM with limited amount of prep time spent before each session, it requires some work on your part ahead
of time. What? To reduce prep time, I have to prep? That's right. Now wait before you turn this off.
Let me explain. You have to train yourself for low prep gaming. The easiest way to start is to learn
stories and story structure. Whether you know
it or not, you have consumed stories all of your life. Grimm's fairy tales, television shows like
Parks and Recreation, Rick and Morty, or The Office. Series like Game of Thrones or Lovecraft
Country. Books that you've read, both fiction and non-fiction. Greek mythology and countless
other examples. Continue to consume stories for
entertainment like you always have, but also now give an eye on how this story could be made into
an adventure. So in short, read more, watch more, listen to more podcasts. Start looking for common
elements that you see repeated in stories. These are what we affectionately refer to as tropes,
and they are common for a
reason. They are easy to define in a story element that I'm going to call a Lego block.
Build some story Lego blocks that you can snap into your table's game sessions as needed.
If you think for just a minute, you can probably think of examples of the following.
Curse your sudden but inevitable betrayal. The killer was inside the house all along.
The only evil that's present is that which we brought with us.
The kidnapping victim was in on the scheme the entire time.
Bring me lots of money or I'm going to tell the world your secrets.
Kill the monster in this location before it kills us.
Be the vanguard that prepares a site for non-combatants to arrive.
Solve the mystery, clear a framed convict, countless others that we could name.
Start watching and consuming media for tropes and learn how they're structured
to add them to your story repertoire as needed.
Two, build an arsenal of encounters and situations.
I am not talking about memorizing 200 different forest or mountain
or cave encounters, but learning the types of encounters that you can have and being ready to
drop them in your adventure as needed. Examples include the straightforward fight-encounter
one-on-one right up against each other, the ambush, a long-distance confrontation, a pursuit or chase,
the obvious trap that's in front of the party, the obvious trap that's in front of the
party, the hidden trap that's in front of the party, a trap with lurking creatures waiting to
see what happens, the encounter where adversaries talk before we fight. By thinking of encounters
in these terms, you're building a library of situations that you can break into components
and reassemble in various ways to make new encounters. Third piece of advice for minimalist GM prep tips, learn to embrace the chaos.
It really sounds bad when I phrase it that way, but lower prep DMing means more improvisation by
you at the table. I've said it before in other episodes and I'll say it again,
everyone can improvise, you just have to fuck your fear about it.
You don't need to prepare before the
session exactly what Throat Crusher the Goblin King will say to the players. You know what story
beat you want to hit. Is he going to return the kidnapped mayor's daughter in exchange for a
magical hat? Is the Goblin King hellbound on fighting the players no matter what? Improvise
the speech at that point. Put yourself in the shoes of that intelligent goblin king.
Inside your head, you feel uncomfortable about making that up as you go,
but the players don't know that you're improvising the entire speech, so improvise it.
I know you as the DM want everything to be perfect.
Every story beat falling into a perfect place.
Every NPC providing exactly the right information to engage the players.
Every story being so engaging
and so memorable and so amazing that the players go home and build a small shrine to you in their
bedrooms. You don't want that. It's awkward as shit when you come over to the apartment for the
first time. Um, are those candles around a picture of me and a small lock of my hair?
Yes, do you like it? I gotta go. I just remembered I left the aquarium on.
I know you want it to be perfect, but don't let perfect be the enemy of good.
So what if you flubbed the Goblin King speech and forgot to give a key piece of information
that the players need to go find the Ushanka of Destiny? You can always have the players
discover that information elsewhere in the Goblin Lair, or later on in the adventure.
Fourth piece of advice.
Focus on preparing situations, not solutions.
I heard this advice so succinctly from the amazing Dungeon Master Matt Colville
a few years ago on his YouTube channel.
Oddly enough, in a recently released video, he repeated this advice,
so I thought it would be good to reiterate it here.
It is sound advice, and I have very much adopted good to reiterate it here. It is sound advice and I have very much
adopted it as part of my DM style. Don't necessarily prepare a solution to every challenge for the
players. Put the challenge or the situation in front of the players and challenge them to come
up with a solution. If you think you have to prepare a diplomatic solution just in case the
players do that, oh, or a combat, oh, or they could negotiate,
you're tripling your preparation work for one encounter. You don't need to come up with the
exact number the PCs would have to roll to jump over the pit trap or disable the flame jets.
Now, I can hear people saying, wait, wait, wait, how will I know if their roll succeeded if I don't
have that number ahead of time? Give the players success or failure based on what they roll.
Nearly every single game system I've ever played has general numbers that can be used by the DM
based on an estimated difficulty of a skill check, attack roll, ability check, and so forth.
In 5th edition, for example, a difficulty class or DC of 5 is something that is very easy for
an ability check, whereas a DC 10 is easy, 15 is medium, 20 is
hard, 25 is very hard, and a DC of 30 is nearly impossible. Pathfinder 2nd Edition has a similar
table, just using different terms. Simple DC for untrained actions is 10, trained is 15, expert's
20, master's 30, legendary is 40. So if your 5th edition player says that their character wants to try to clear the pit
that's on the sandy floor at a full run, have them make an acrobatics check.
Let's say their roll was 23.
That puts the ability check somewhere between hard, 20, or very hard, 25.
In your estimation, would that be sufficient to clear the pit as shown on the map?
If so, congratulations, they cleared it and can keep running.
And if not, here's where you can decide how badly they failed.
Either way, the adventure continues on,
and you didn't have to memorize that this specific sandy pit trap
located in Hall 7A has a DC of 22.
Once you decide on a number in your head,
keep it consistent, though, for the duration of the encounter encounter unless the situation changes. Like a storm comes in, visibility becomes more difficult,
or monsters are shooting at the creature trying to jump the pit, etc. But Jeremy, you may be saying,
what if I have a rules lawyer at the table who looks up specific information in the dungeon
master's guide that says this exact pit type with width, should have a DC of 26, not
22. Simple answer? It's your world. You're the one presenting the challenges in front
of the players, allowing them to decide how they want to confront those challenges, and
then determining if their die rolls are high enough. Not the Dungeon Master's Guide. You,
the Dungeon Master, are. You simply have to tell the player that the situation was such
that the DC may have been slightly lower than what's in the DMG.
Or you could say that the DMG is simply a guideline and that can be adjusted by DMs as needed.
If they continue to press you about it, just simply say, hey, let's discuss the issue during a break or between sessions and allow the adventure to continue.
Fifth tip, let your players help you with your descriptions and narrations.
When you introduce a new NPC, ask the players
what they look like. When you enter a new area or hex on a map, ask one of your players to describe
what the character is seeing. This allows your players to contribute to the narrative of the
adventure, and that's what RPGs are, collaborative storytelling. You'll probably get a mixed bag of
reactions at first, and thinking about my gaming groups, I know four people in my groups that would
jump at the chance to help with descriptions because they have before. I know
a couple of them that would look for ways to turn into a joke, inevitably a penis joke,
one or two who wouldn't enjoy describing things at all, and a few who would maybe enjoy it
occasionally but not regularly. I think the DMs should describe major plot points, NPCs, locations,
but a new plus one dagger, the ruins entrance, Jill the bartender?
Sure. Hey player, what does Jill look like? You may get something unexpected. Your player may
make Jill gender neutral, or six foot two inches tall, or blonde when you had something different
in your head. No worries, go with the player's description, doesn't matter. Some players may
want to throw something in that simply doesn't work, or they want to be snarky, like, Jill has
red hair and brown eyes. She has three arms and six hands and she's currently eating the
heart of one of the other patrons. If you get something like that, just play it off by saying
something like, you shake your head and rub your eyes and realize that Jill doesn't look that much
different than Morlock does. You begin to worry about your mental state and continue on with the
adventure. Now if you want to do minimal GM prep, there are some resources you're going to need to have handy while you are GMing.
And let's go over those real quickly.
One, you need the previously described arsenal of situations and encounters to build.
Keep a document with your notes in it. It helps a lot.
Just make sure you can decipher your notes later.
I once found a note in my gaming notebook years ago that said,
quote, the nuns of the order of pepperoni pizza, end quote. I still have no idea what the fuck
that means. Two, a bunch of random tables. NPC names and brief descriptions, maybe one sentence,
NPC motivations and personalities. Random generators such as item generators, loot generators,
heck, entire dungeon generators,
they're all available online.
Have links to them available to you so that you can use them when you need.
Know them, learn to use them, learn to love them.
Pre-roll some results and have them ready.
Mark items, though, as you use them.
Make a little note next to the name, for example, to remind you where you used it.
Oh, the name Tina McElroy was the elf Uber driver who likes the PCs.
Tragar Benhelm was the dwarf bartender at the Grappling Gripley.
I have a series of names that I've already pre-randomly generated,
an entire sheet of them that has somewhere in the neighborhood of 40 to 50 of them on there.
That way I can just check them off when they're used and consistently bring
them back in the exact same place or with the exact same backstory. Three, you need some
organizational tools. A DM screen, list of convenient tables from the DMG and the player's
handbook. Classic example would be a list of standard difficulty classes or DCs by level of
difficulty or level of the character.
Fourth thing you need, maps. Start collecting, drawing, and cataloging maps that you'd like to use as a DM. I have said in previous episodes I have an unreasonable love of maps. I've been
collecting maps for a while now and have cataloged many gigabytes of maps and I may have a hoarding
problem. This is a cry for help. No, it's not.
I want more. I need more maps. I'll go looking for more maps as soon as I'm done recording this
episode. Okay, seriously, amass a couple of forest, tundra, desert, river, ocean, ruins,
dungeon maps. Keep them handy on a hard drive or on a removable disc or whatever.
Some sort of digital or physical format
that you can pull out whenever you need it.
Battle maps, subreddits, various Patreon map producers,
Google searches, Pinterest, et cetera.
Get maps that you can pull out at a moment's notice
when your players inevitably make some sort of weird decision
that takes them to the desert.
Five, for bonus points, keep a list of interesting ideas
about creatures, locations,
and encounters. These are random ideas about how to spice up combat, traps, and other session
encounters that you can pull out as needed. Examples from my list include adding elemental
damage to the monster or the environment itself, adding elevation changes, varying your enemies
like baddies have pets.
Adding flying creatures.
Fighting on a timer like in one minute the building will be shelled by distant artillery.
Have non-combatants nearby that could be innocent bystanders.
Have baddies stall for reinforcements.
Give the PCs a moral quandary.
Have the battle end in a chase.
Make there some lethal background environment and i'm going to
stop reading here because the list goes on and on and on ideas for stuff like this will come to you
at random places so have a document where you can just add to them when these ideas come to you
so now here's where we come to the payoff of your hard work before each session here's all you have
to do grab a list of monsters or nps about the right challenge rating or level,
do a Google search for them, or keep them on a piece of paper or whatever your choice is.
Select the next story beat you want to pull off during the session. Pick a few LEGO pieces out
and only prep those. Decide what aspects of the adventure you want to allow the players to
describe, and if the PC is going in a different direction, wing it. Keep your table of names and
random lists handy
and random generators available
and use them whenever you need.
The very first time I tried to run a session
with minimal GM prep, I was scared out of my mind.
My brain was running 100 miles an hour
of what-if situations and worrying
that my players would not have a good time.
That first session went a little slower
because I didn't have a list of names
printed in front of me ahead of time
when I was trying to run the session. I had to write names down as I thought of them, which
slowed everything down a little bit. The adventure was a little disjointed as I forgot to give the
players the name of the cave where the bandits were hiding out. That was probably a key piece
of information for that quest, by the way, and QuestGiver probably should have handed that over
to them, but oops. The players were all the way out into the wilderness heading towards the mountain
cave complex before they realized they had forgotten to ask.
Inside my head, all I could hear was,
oh shit, what am I going to do?
I knew the players needed the information,
so what I did is I had the players come upon someone
who had been robbed by the bandits recently and was left for dead.
She had heard the name of the specific valley where the cave was
in the middle of the battle,
and they were talking about where they were going to take their treasure home.
Which brings me to my final piece of advice. Don't get married to what you prep. PCs aren't going to follow a script that you have in your head, and you shouldn't railroad
them into the script. They're going to bypass fights you made specifically to showcase a cool
idea, or an amazing fight with an awesome monster with these cool abilities. The PCs will bypass
this room with a devious pit trap with the bottom of the
trip filled with, I don't know, an advanced gelatinous cube waiting to digest the party,
but no! The party finds a secret door that's a shortcut to the final area and son of a bitch!
Fear not, dear DM. Take that idea, file it away with your other Lego pieces. This won't be the
last dungeon they enter. Recycle the trap, the monster, the
room, and use it later. This will help cut down on the amount of time that you have to prep each
dungeon, each encounter, each monster, and hopefully you as the DM will have more fun doing it.
Adrian, I hope this gives you some ideas on minimalist prepping as DM, and I hope you enjoyed
the episode. If you have a topic idea or feedback, please feel free
to send it to feedback at taking20podcast.com. Once again, I want to thank our sponsor,
Ballet Attire. The inventor of the ballet skirt couldn't think of a name for it,
then he put two and two together. This has been episode 72, Minimalist GM Prep Tips.
My name is Jeremy Shelley, and I hope that your next game is your best game.