I wanted to ask how keeping notes should work, should I keep track of everything or just simple things such as languages, class, background, story, and race. I also want to know whether you put your notes with what you have planed for that character in the future
You should at least have all the character's passive abilities handy (passive perception, senses like darkvision, keen senses like smell or hearing, languages, anything that effects the narrative you are feeding your players) along with HP, race, and class.
You may also want to have a rules reminder for some spells or abilities they favor (sleep spell or changeling form change for example).
You don't need to keep track of all of their race and class features. Let them worry about which abilities to use with their actions, though you may want to remind them if you notice them neglecting an ability.
So far I have been doing ok without detailed notes of each characters mechanics, with 1 group of 4 players I find it easy enough to be generally aware of how competent each is, and knowing what they can do should be their job anyway even if it is sometimes useful to double check everyone is interpreting things the same way.
However I do keep notes on relationships with NPCs, illnesses, character specific plot hooks, and other things that go beyond the standard character sheet. Other than that, I suggest only worrying about collecting information as it is required. I have an interesting sidequest idea that is going to need complete character sheets and spell lists for all of them so I will be sure to get all of that once the party are approaching a location where I can spring the plot on them, but in general that is a lot of information it is not worth keeping track of.
I'm of a mind that I only keep a small post-it note stuck to my screen with: Char Name / AC / Passive Perception / Passive Insight
Those are the pieces that help me the most, however I'm more intimate with the information than the average person since D&D is close to a daily exercise for me. I'd agree that, if you're not familiar with each race/class then jotting down who does or doesn't have a special trait helps. Darkvision, immunities, stone cunning, etc. are nice to jot down so that you can weave your narrative to include those things.
I'd also take a separate set of notes about the session, making sure to note important decisions, actions, and interactions that they have. This type of thing will help keep the story straight between sessions, help you weave a story for each character individually, tie up loose strings in the story as well as fill in plot holes.
I have an A5 page of notes for each character. I rewrite it every now and then to get rid of stuff that's no longer relevant. But my notes are the above and also plot/quest planning. So Grom will have that his clan was killed by the goblins of the red hand. He hates goblins. He MUST attack a goblin if he sees one. Where he will find them. What they're doing. And anything that might happen the longer he takes to find them. If he gets distracted by another quest, they may move. They may join with another clan. They may grow. It helps me keep track of a constantly widening circle of impact between my 6 PC's.
I have a Google Sheet with a Party summary on it: stats, abilities, max HP, etc. - in a handy look-up chart.
That allows me to do some planning in the story - especially when improvising; I can quickly see where the party weaknesses and strengths are, and plant clues/avenues that play to their strengths.
As for narrative notes, I do a post-session recap write up after the game. I don't break out characters specifically - but anything significant that happened to Characters is reflected there.
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When I take notes on Players, it's usually on things that they mention about their character's history or people they happen to know. I then come up with ideas using those. This is the reason that I only plan the beginning, the general goal of the villain, and a couple of events of my campaigns. I modify the story to fit the characters, to try and make it more personal.
For the play by post I'm currently doing. I have a Note Pad, that I always had by me, with pages that act as mini-character sheets so I can track those things that I would normally have on the individual player's character sheets.
I usually keep a simple spreadsheet to track characters and session progress. I also create a “Plot Hook” idea, that may lead to a future encounter based on the players background, bonds, ideals, or backstory.
For example, I’ve got a character whose background is “Soldier” and a Bond “Those who fight with me are worth dying for”. I’ll introduce an event where an old army buddy has been captured, and the character visibly see them in bonds engaged in bound travel or hard labor. They player character must convince the entire party to arrange a rescue mission, even though the odds are long.
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I wanted to ask how keeping notes should work, should I keep track of everything or just simple things such as languages, class, background, story, and race. I also want to know whether you put your notes with what you have planed for that character in the future
You should at least have all the character's passive abilities handy (passive perception, senses like darkvision, keen senses like smell or hearing, languages, anything that effects the narrative you are feeding your players) along with HP, race, and class.
You may also want to have a rules reminder for some spells or abilities they favor (sleep spell or changeling form change for example).
You don't need to keep track of all of their race and class features. Let them worry about which abilities to use with their actions, though you may want to remind them if you notice them neglecting an ability.
So far I have been doing ok without detailed notes of each characters mechanics, with 1 group of 4 players I find it easy enough to be generally aware of how competent each is, and knowing what they can do should be their job anyway even if it is sometimes useful to double check everyone is interpreting things the same way.
However I do keep notes on relationships with NPCs, illnesses, character specific plot hooks, and other things that go beyond the standard character sheet. Other than that, I suggest only worrying about collecting information as it is required. I have an interesting sidequest idea that is going to need complete character sheets and spell lists for all of them so I will be sure to get all of that once the party are approaching a location where I can spring the plot on them, but in general that is a lot of information it is not worth keeping track of.
I'm of a mind that I only keep a small post-it note stuck to my screen with: Char Name / AC / Passive Perception / Passive Insight
Those are the pieces that help me the most, however I'm more intimate with the information than the average person since D&D is close to a daily exercise for me. I'd agree that, if you're not familiar with each race/class then jotting down who does or doesn't have a special trait helps. Darkvision, immunities, stone cunning, etc. are nice to jot down so that you can weave your narrative to include those things.
I'd also take a separate set of notes about the session, making sure to note important decisions, actions, and interactions that they have. This type of thing will help keep the story straight between sessions, help you weave a story for each character individually, tie up loose strings in the story as well as fill in plot holes.
I have an A5 page of notes for each character. I rewrite it every now and then to get rid of stuff that's no longer relevant. But my notes are the above and also plot/quest planning. So Grom will have that his clan was killed by the goblins of the red hand. He hates goblins. He MUST attack a goblin if he sees one. Where he will find them. What they're doing. And anything that might happen the longer he takes to find them. If he gets distracted by another quest, they may move. They may join with another clan. They may grow. It helps me keep track of a constantly widening circle of impact between my 6 PC's.
I have a Google Sheet with a Party summary on it: stats, abilities, max HP, etc. - in a handy look-up chart.
That allows me to do some planning in the story - especially when improvising; I can quickly see where the party weaknesses and strengths are, and plant clues/avenues that play to their strengths.
As for narrative notes, I do a post-session recap write up after the game. I don't break out characters specifically - but anything significant that happened to Characters is reflected there.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
When I take notes on Players, it's usually on things that they mention about their character's history or people they happen to know. I then come up with ideas using those. This is the reason that I only plan the beginning, the general goal of the villain, and a couple of events of my campaigns. I modify the story to fit the characters, to try and make it more personal.
For the play by post I'm currently doing. I have a Note Pad, that I always had by me, with pages that act as mini-character sheets so I can track those things that I would normally have on the individual player's character sheets.
One thought: Don't track their HP. The monsters don't know it, so why should you?
Generally knowing it is good, but I try not to know more than enough to know whether they're bloodied or not.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
I usually keep a simple spreadsheet to track characters and session progress. I also create a “Plot Hook” idea, that may lead to a future encounter based on the players background, bonds, ideals, or backstory.
For example, I’ve got a character whose background is “Soldier” and a Bond “Those who fight with me are worth dying for”. I’ll introduce an event where an old army buddy has been captured, and the character visibly see them in bonds engaged in bound travel or hard labor. They player character must convince the entire party to arrange a rescue mission, even though the odds are long.