1. I read the module 2-3 times with the map at hand. That way I know almost everything of it due to my memory. 2. Since I use milestone leveling I roughly know where and when my players will be. So I only prepare that part of content during the week. And read that part of the module once or twice in its entirety to remind myself. 3. Make index cards for each monster type. Fight a bunch of kobolds? have 1 index with kobold stats ready to take out. 4. Do the same for a few random encounters 5. List of names for npc's you didn't expect to appear. As well as their personality/motivations in bullet points. I find index cards working nice for this as well. So at the bottom I just add the location of that npc and be done 6. Prep Index cards with stats, few lines of lore of all sorts of magical items. Maybe print out an image of it and glue it to the other side. Hand them out when they get it. 7. I drink a lot of juice and milk from bottles. So I save up the plastic rings underneath the cap. Got several in various colors to put on the tokens/mini's to indicate status effects. 8. Most important to my prep is to just relax and let it all be and trust it'll be just fine. 9. I suck at atmosphere...should do something with music in due time :P
I plan on out how far I think they'll make it in the main story, get a corresponding playlist ready. Put some notes down on side quests in the area and have a few random encounters ready. Then I light the fire and see what my unpredictable party will do.
I do a lot that Giblix said. I've watched a lot of critical role. I love the idea of sharing perception or insight checks by note or by whispers. If your character is a neutral rogue, maybe you don't tell the party about the shiny thing you see or the trap ahead, maybe you do. I have every possible battle encounter mapped out with the appropriate stats. Next to important NPCs I assume they'll encounter, I list ideals and even their accents if I'm RPing them. I like to have music in the background to set the mood. Great soundtracks from movies and other genres on youtube for free, some of which are hours long. I get the players (my crew is brand spankin' new to D&D) some scrap paper, pens, anything they might need.
For some of the monster and villain encounters I might do a quick google search and find a picture to show the players if and when they are close enough to see the beast. If only one player is close enough to see it, I only show them. That creates instant drama. The players can see the fear or disgust on the other's face.
I also jot down notes during the game. Some things I'll write before, like bits and pieces of the characters' backstories. One player is on the run from a band of pirates whose leader she killed avenging her father. Maybe they have to go to a coastal town and she gets spotted. Another character is considered a traitor among his old thieves' guild. Maybe they run into another member of the guild, they could be sympathetic or furious. I think it's good to intertwine the backstories because that's what the people enjoy learning about... their own character.
And definitely have an extra list of names for NPCs, stores, monsters, etc.
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I always make sure to prepare for each of my sessions as much as I can, and am interested, what do others do for their prep?
1. I read the module 2-3 times with the map at hand. That way I know almost everything of it due to my memory.
2. Since I use milestone leveling I roughly know where and when my players will be. So I only prepare that part of content during the week. And read that part of the module once or twice in its entirety to remind myself.
3. Make index cards for each monster type. Fight a bunch of kobolds? have 1 index with kobold stats ready to take out.
4. Do the same for a few random encounters
5. List of names for npc's you didn't expect to appear. As well as their personality/motivations in bullet points. I find index cards working nice for this as well. So at the bottom I just add the location of that npc and be done
6. Prep Index cards with stats, few lines of lore of all sorts of magical items. Maybe print out an image of it and glue it to the other side. Hand them out when they get it.
7. I drink a lot of juice and milk from bottles. So I save up the plastic rings underneath the cap. Got several in various colors to put on the tokens/mini's to indicate status effects.
8. Most important to my prep is to just relax and let it all be and trust it'll be just fine.
9. I suck at atmosphere...should do something with music in due time :P
I plan on out how far I think they'll make it in the main story, get a corresponding playlist ready. Put some notes down on side quests in the area and have a few random encounters ready. Then I light the fire and see what my unpredictable party will do.
I do a lot that Giblix said. I've watched a lot of critical role. I love the idea of sharing perception or insight checks by note or by whispers. If your character is a neutral rogue, maybe you don't tell the party about the shiny thing you see or the trap ahead, maybe you do. I have every possible battle encounter mapped out with the appropriate stats. Next to important NPCs I assume they'll encounter, I list ideals and even their accents if I'm RPing them. I like to have music in the background to set the mood. Great soundtracks from movies and other genres on youtube for free, some of which are hours long. I get the players (my crew is brand spankin' new to D&D) some scrap paper, pens, anything they might need.
For some of the monster and villain encounters I might do a quick google search and find a picture to show the players if and when they are close enough to see the beast. If only one player is close enough to see it, I only show them. That creates instant drama. The players can see the fear or disgust on the other's face.
I also jot down notes during the game. Some things I'll write before, like bits and pieces of the characters' backstories. One player is on the run from a band of pirates whose leader she killed avenging her father. Maybe they have to go to a coastal town and she gets spotted. Another character is considered a traitor among his old thieves' guild. Maybe they run into another member of the guild, they could be sympathetic or furious. I think it's good to intertwine the backstories because that's what the people enjoy learning about... their own character.
And definitely have an extra list of names for NPCs, stores, monsters, etc.