Artifacts Gallery Guilds Search Wiki Login Register

Welcome, Guest. Please login or register. - Thinking of joining?
May 20, 2026 - @232.12 (what is this?)
Activity rating: Four Stars Posts & Arts: 79/1k.beats Random | Recent Posts | Guild Recents
News: :cry: Are u having fun? Guild Events: Spring Themed Projects

+  MelonLand Forum
|-+  Life & The Web
| |-+  ☞ ∙ Life on the Web
| | |-+  TTRPG advice and how tos?


« previous next »
Pages: [1] Print Embed
Author Topic: TTRPG advice and how tos?  (Read 13 times)
red-night
Casual Poster ⚓︎
*
View Profile WWW


synthetic and organic at the same damn time
⛺︎ My Room
StatusCafe: red-night

Guild Memberships:
Artifacts:
Joined 2025!
« on: Today at @980.35 » Embed

How do my fellow Dungeon/Game Masters do session prep & play? I'm starting a new campaign soon and would love some advice or ideas on how best to set up a fun session for my players :dive: .
My current workflow is writing a beginning and an end to a session, along with some basic plot points/places for them to visit. I want to hear about others and how they do it, too! Also, I'd love to hear about some different TTRPG systems past DnD, as I'm a little wary of all the bad practices of Wizards of the Coast. Thanks! :grin:
Logged

The world seems so strange from up here...

Artifact Swap: hey! i'm working here!I met Dan Q on Melonland!maunch
mortaki
Casual Poster ⚓︎
*
View Profile WWW


Mortaki is the name; whismy is my game.
⛺︎ My Room
RSS: RSS

Guild Memberships:
Artifacts:
Joined 2026!Stitches Spiffo
« Reply #1 on: Today at @24.07 » Embed

Hello, hello! SO. I've been told how I prep for campaigns is insane, so just know that going into this.

For one, I don't really do plot points or big bads at all. My campaigns are generally lore and location based instead. I craft a location (a city, a country, or perhaps several countries) and then populate them with different secrets and people and shops and quests or whatever the case may be. I feel that this approach gives the players a lot of freedom while not leaving me completely unprepared for unexpected turns. It gives players the opportunity to choose their own goals and create their own story. It's really great for minimizing railroading, if you're worried about that. I've never gotten any complaints like that!

Two, before the campaign even starts, I usually talk to my players about what kind of game they want to play. We hash out the setting, the scale, if there's magic or not, what kind of creatures are around, what kind people they can meet, etc. etc. I, personally, homebrew almost everything anyway, so I let my players do whatever the hell they want for this stage. I'll literally tell them, "do whatever you think is coolest, I'll make it happen". That is A LOT of prep work though, so don't be like me if you're not up for that. It's also around this stage that I subtly find out what my players' goals are for their characters. Sometimes when they're talking about their characters, they'll just outright tell you. But if not, some leading questions will help a lot when building different scenarios and opportunities.

Three, I throw my players into a starting scenario that gives them clear immediate direction. What this might be depends on what you know about their characters. I always plan my starting scenario around things I already know my players want. If one of my player is greedy, I'll put them in a bar where some shady folks are planning a robbery. If they're looking for something, I'll put a knowledgable character in an obvious spot so that they can ask for information. That kind of thing. I focus on why their characters are there. Another thing I do that's somewhat related to this: I often intertwine my player's backstories. It's semi-secretive in that I'll ask one player if it's okay while keeping it a surprise for another player. For example, if one character is looking for a magic necklace, then I might ask another player if it's okay if their character knows where it is, perhaps an heirloom or something. I don't typically have any issues with this as I try very hard to pick connections that are too funny or too cool to NOT do. Match the connections to the players' sense of style, yk?

THe best part of this method for me is that it's flexible and easy to expand on. If I have things that weren't used in one location, I can move them elsewhere. In between sessions, I can incorporate ideas that my players had or inspired without disrupting anything. It's a lot of prep work, but I find once play actually starts, it takes a lot of the pressure off and just lets you have fun playing without worrying about staying ahead.
« Last Edit: Today at @26.04 by mortaki » Logged

You come into MY house, sit on MY couch, and tell me how to write MY book? I think the hell not. :tnt:

Artifact Swap: Purple SpiffoGreen SpiffoGrey Spiffo
Pages: [1] Print Embed 
« previous next »
 

Melonking.Net © Always and ever was! SMF 2.0.19 | SMF © 2021 | Privacy Notice | Send Feedback | Supporters ♥ Forum Guide | Rules | RSS | WAP | Mobile


MelonLand Badges and Other Melon Sites!

MelonLand Project! Visit the MelonLand Forum! Support the Forum
Visit Melonking.Net! Visit the Gif Gallery! Pixel Sea TamaNOTchi
MelonLand @000

Want to Login or Join ?

Minecraft: Online
Join: craft.melonking.net