I have my story written out already I just need a way to organize it. I'm dyslexic and I really need a clean way to read the story I've made I'd like some tips on how to organize the content in a clean way to read during the session. (also first time DM) thank you al for the advice first and second sessions went great thank you again.
I use Google Docs to write my campaigns. Assuming you do too, try implementing tables that separate text you say aloud from information you, as a DM, should remember. The use of headings and subheadings is also helpful in organizing chapters and sections of your campaign, allowing you to quickly navigate to specific sections by clicking on the left sidebar.
Avoid going too in-depth with your campaign and its story sections. As a new DM, I made this mistake and accidentally created a railroad campaign, where players were forced to follow a fixed path, limiting their choices despite the game being intended for sandbox exploration. Try not to merge all the text into one large block. Every DM has their own style, but for example, DMs like Matthew Mercer organize information in simple bullet points, making it easy to reference quickly.
I like to place monster encounters next to the rooms or sections they are associated with, rolling for their HP and initiative before the session begins to save time. Important stat blocks and statistics, such as those for NPC allies, villains, and distinct magical items, are placed at the bottom of the document with headings to avoid clutter. After each session, I recommend writing a summary of events. This helps you remember what happened and how to connect past actions and events to the present. Good luck with your first campaign! Don't worry about making a pitch-perfect amazing campaign, first campaigns for DMs are usually harder to write, it gets easier and your story-telling will get much better in the future.
I find that it helps to stick to story beats and scenes. Figure out what the next 3-5 things that are likely to happen (assuming the players stick mostly to the story), and give each beat 2 paragraphs that are 3-5 sentences. The first is "boxed text" that you read aloud to set the scene, and the second is an overview of what is going on in that scene. The two work hand in hand, since you generally use the read-aloud part to set up specific hints to help focus your player's attention where you want. The idea isn't to railroad, but rather to keep yourself from accidentally rambling on about a detail that ultimately just serves as an unwanted distraction.
I also have side beats for anything else I expect players to do. Maybe they want to go shopping before setting sail to the next town. I'll have a side beat written for all the prominent npc's that essentially just wait until the players "use" that beat, then I replace it before the next session. And it sits until that npc gets visited again. Keep it simple. Things like the general mood of the NPC, such as he's a little more frustrated this time than the last visit because he just found out his son is being bullied and he's not sure how to handle it. Maybe the NPC is trying to take a more measured and diplomatic approach to conflict resolution, but he struggles with keeping his cool when it comes to conflict resolution.
Then before the next session, write a new beat for that NPC that includes an update on his situation. Be sure to show how the players previous interaction affected him. Maybe the players gave him some wise words to keep him calm, so he can proudly report that not only was the situation resolved, but now he has a new drinking buddy with the ex bully's dad and the kid has a new friend.
It can be hard, especially early on, to find balance between over and under preparing. In time, you'll find a balance that works best for you and your group. I personally aim to be a little more over prepared, but organizing this way helps me keep the flow going without stressing about having every interaction done. Anything that doesn't get used can always be saved for a later session or even a later campaign.
Another important bit is not to plan too far ahead. It's OK to have a road map in your head for where you expect things to go, but if you set everything in stone, you'll be really unprepared when your players throw you a curveball and most people in that situation either end up railroading back to expected territory or deer-in-headlights freezing up.
My ideal is always to have the first session of any potential hook (hook, rp, npc's, first combat) planned and ready to go when the hook is introduced-- enough to get me through the session if players go for it, and then in the next week between sessions I plan the rest of the mission once they've committed to a course of action and I can prepare everything without worrying about a lot of wasted effort.
And if the players change something or do something that effects the story you've planned out? Awesome! Players love feeling like they've effected the world around them. Now you need to get into the villain's (and any other relevant npcs') headspace and figure out how they're going to react to the new status quo introduced by the players.
yea I only have a verry small idea for where i would like them to go, I really want my players to drive the story.
In which case, and remember that everyone's workflow is different this might not work for you, I tend to structure my notes now around Background, Milestones and Outcomes.
For example in a campaign I recently finished this was how my notes were structured:
Background - Party have found themselves in a place they don't recognise. Milestone - Find a landmark, or assistance of some kind to help them get back home. Outcomes - Party might choose to explore the location, or head straight back to familiar terrain.
Background - A graveyard and tower have appeared a few miles outside of town. Milestone - Explore the tower and ensure it is not a threat to the town. Outcome 1 - Party slaughter all the undead within the tower Outcome 2 - Party negotiate with the fiend at the top of the tower to free the tower of the curse that allows the tower to appear once every hundred years, but only if the fiend agrees to leave the town in peace. Outcome 3 - The party investigate but return immediately to the town to defend it or evacuate it. Outcome 4 - The party do something I haven't even thought of yet.
Background - A member of the merchants' guild has gone missing. Milestone - The party discover the fate of the missing merchant. Outcome 1 - Party find the missing merchant who has damning evidence capable of bringing down the leader of the merchants' guild. Party assist the merchant. Outcome 2 - Party find the missing merchant who has damning evidence capable of bringing down the leader of the merchants' guild. Party assist the guild leader. Outcome 3 - Party don't find the missing merchant. Outcome 4 - Party ignore the quest. Outcome 5 - Party kill the missing merchant (or steal the evidence) and use it for their own reasons.
These are the skeletons upon which a session get's hung. Beyond this I have a list of NPCs and locations that usually are just in my head. I will often add clues, lore, and loot to these notes as separate info so that I'm fully prepared. Otherwise I tend not to be precious about how the party find the location of the missing merchant. So short of choosing an entirely inappropriate place to start...the party will have a few opportunities to locate the info they need to move forward.
I have my story written out already I just need a way to organize it. I'm dyslexic and I really need a clean way to read the story I've made I'd like some tips on how to organize the content in a clean way to read during the session. (also first time DM) thank you al for the advice first and second sessions went great thank you again.
Crazy is the new norm
I use Google Docs to write my campaigns. Assuming you do too, try implementing tables that separate text you say aloud from information you, as a DM, should remember. The use of headings and subheadings is also helpful in organizing chapters and sections of your campaign, allowing you to quickly navigate to specific sections by clicking on the left sidebar.
Avoid going too in-depth with your campaign and its story sections. As a new DM, I made this mistake and accidentally created a railroad campaign, where players were forced to follow a fixed path, limiting their choices despite the game being intended for sandbox exploration.
Try not to merge all the text into one large block. Every DM has their own style, but for example, DMs like Matthew Mercer organize information in simple bullet points, making it easy to reference quickly.
I like to place monster encounters next to the rooms or sections they are associated with, rolling for their HP and initiative before the session begins to save time. Important stat blocks and statistics, such as those for NPC allies, villains, and distinct magical items, are placed at the bottom of the document with headings to avoid clutter.
After each session, I recommend writing a summary of events. This helps you remember what happened and how to connect past actions and events to the present.
Good luck with your first campaign! Don't worry about making a pitch-perfect amazing campaign, first campaigns for DMs are usually harder to write, it gets easier and your story-telling will get much better in the future.
hi my name is an inside joke please bear with me
I find that it helps to stick to story beats and scenes. Figure out what the next 3-5 things that are likely to happen (assuming the players stick mostly to the story), and give each beat 2 paragraphs that are 3-5 sentences. The first is "boxed text" that you read aloud to set the scene, and the second is an overview of what is going on in that scene. The two work hand in hand, since you generally use the read-aloud part to set up specific hints to help focus your player's attention where you want. The idea isn't to railroad, but rather to keep yourself from accidentally rambling on about a detail that ultimately just serves as an unwanted distraction.
I also have side beats for anything else I expect players to do. Maybe they want to go shopping before setting sail to the next town. I'll have a side beat written for all the prominent npc's that essentially just wait until the players "use" that beat, then I replace it before the next session. And it sits until that npc gets visited again. Keep it simple. Things like the general mood of the NPC, such as he's a little more frustrated this time than the last visit because he just found out his son is being bullied and he's not sure how to handle it. Maybe the NPC is trying to take a more measured and diplomatic approach to conflict resolution, but he struggles with keeping his cool when it comes to conflict resolution.
Then before the next session, write a new beat for that NPC that includes an update on his situation. Be sure to show how the players previous interaction affected him. Maybe the players gave him some wise words to keep him calm, so he can proudly report that not only was the situation resolved, but now he has a new drinking buddy with the ex bully's dad and the kid has a new friend.
It can be hard, especially early on, to find balance between over and under preparing. In time, you'll find a balance that works best for you and your group. I personally aim to be a little more over prepared, but organizing this way helps me keep the flow going without stressing about having every interaction done. Anything that doesn't get used can always be saved for a later session or even a later campaign.
Hope this helps!
Another important bit is not to plan too far ahead. It's OK to have a road map in your head for where you expect things to go, but if you set everything in stone, you'll be really unprepared when your players throw you a curveball and most people in that situation either end up railroading back to expected territory or deer-in-headlights freezing up.
My ideal is always to have the first session of any potential hook (hook, rp, npc's, first combat) planned and ready to go when the hook is introduced-- enough to get me through the session if players go for it, and then in the next week between sessions I plan the rest of the mission once they've committed to a course of action and I can prepare everything without worrying about a lot of wasted effort.
And if the players change something or do something that effects the story you've planned out? Awesome! Players love feeling like they've effected the world around them. Now you need to get into the villain's (and any other relevant npcs') headspace and figure out how they're going to react to the new status quo introduced by the players.
yea I only have a verry small idea for where i would like them to go, I really want my players to drive the story.
Crazy is the new norm
In which case, and remember that everyone's workflow is different this might not work for you, I tend to structure my notes now around Background, Milestones and Outcomes.
For example in a campaign I recently finished this was how my notes were structured:
Background - Party have found themselves in a place they don't recognise.
Milestone - Find a landmark, or assistance of some kind to help them get back home.
Outcomes - Party might choose to explore the location, or head straight back to familiar terrain.
Background - A graveyard and tower have appeared a few miles outside of town.
Milestone - Explore the tower and ensure it is not a threat to the town.
Outcome 1 - Party slaughter all the undead within the tower
Outcome 2 - Party negotiate with the fiend at the top of the tower to free the tower of the curse that allows the tower to appear once every hundred years, but only if the fiend agrees to leave the town in peace.
Outcome 3 - The party investigate but return immediately to the town to defend it or evacuate it.
Outcome 4 - The party do something I haven't even thought of yet.
Background - A member of the merchants' guild has gone missing.
Milestone - The party discover the fate of the missing merchant.
Outcome 1 - Party find the missing merchant who has damning evidence capable of bringing down the leader of the merchants' guild. Party assist the merchant.
Outcome 2 - Party find the missing merchant who has damning evidence capable of bringing down the leader of the merchants' guild. Party assist the guild leader.
Outcome 3 - Party don't find the missing merchant.
Outcome 4 - Party ignore the quest.
Outcome 5 - Party kill the missing merchant (or steal the evidence) and use it for their own reasons.
These are the skeletons upon which a session get's hung. Beyond this I have a list of NPCs and locations that usually are just in my head. I will often add clues, lore, and loot to these notes as separate info so that I'm fully prepared. Otherwise I tend not to be precious about how the party find the location of the missing merchant. So short of choosing an entirely inappropriate place to start...the party will have a few opportunities to locate the info they need to move forward.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.