If the PCs do X, then Y happens. If they talk to so-and-so, he tells them this. If so and so person is with the party, then this might happen.
When I read published modules, this all makes sense while I'm reading it, but I forget most of it afterward. Prepare as I might, when in the middle of the game I can't remember most of this stuff.
The published blocks of text don't really help. In the middle of the game, I'm keeping track of so many things and helping my players, so glancing at a paragraph isn't going to remind me of anything. It doesn't help that I'm a bit of a slow reader anyway.
Does anyone have tips for how to encode this kind of stuff in a way that is really accessible during a game?
Each piece of information is designed to lead the players to some end goal. If NPC1 is supposed to say something, but NPC2 says it instead, the players won't know any better; just change the context to something appropriate, if necessary.
Keep a map of important locations/encounters/opportunities and let the NPCs be your voice to guide the players however feels right.
Have the book open. When an encounter leads to a plot development you've flagged just do a "hey folks, just give me a second" and cram from going there. Players should give your the respect to get yourself up to speed with the course they've put themselves on.
With time and experience the game should sort of "procedurally generate" in your head because you'll have a whole world floating around based on the adventure you've either read or written for this group, informed by every other game you've played. If you're not used to public speaking, or presentations at work, or teaching, it can feel awkward as heck when you're brain's going "ummm" as you try to figure out the games next direction. That's literally all in your head. If you're players are enjoying the game, they're going to give you that second for your mind to catch a breath, and the "time crunch" or "choke" you feeling is more your brain not used to being in this spot. It'll adapt with good play. Don't hold yourself up to any standard and if you're starting to get some pressure from the table a "Sorry, lot of moving parts in this one and I want to make sure you all keep having a good time" so they know it's about you giving the best game to them.
Also, mark that book up with pencil. It's not intuitive since the adventures are all done in these fancy hardcovers, but the traditions were paper bound in cardstock and some even encouraged you to write in the margins and the spaces between columns. Back when college classes were more done with paper books than online materials, it was common practice to read a book with a pencil in hand and keep tab of your thoughts in the margins. It's sort of a loss art, but really good practice for a GM.
This is one of the reasons I don't like published adventures, especially the modern ones. You have to treat them like a textbook for a course and effectively "study" for running them. This can take as much time, if not more, than just homebrewing your own adventure. Yes, it's textbook for a course that has "open book tests" -- but as my students often learn, just having the ability to open the book doesn't always, or even often, lead you to the right answer. You have to spend time with the material beforehand.
By the same token, you need to spend time with the adventure before hand. Make notes in whatever method you find the most helpful. To-do lists, flow charts, etc., have been suggested. I happen to like bulleted outlines. But everyone is different -- you'll need to figure out which way works best for you.
Even for my own adventures, though, I still have to make if/then outlines and notes. I like to sprinkle invisible notes on the map in the VTT, for example, to remind myself of things in each room or area. I tend to plan several sessions ahead, so if I don't do this, I will forget by the time the players get there.
An open-book test is a great analogy. It feels exactly like that.
And it makes sense that publish adventures make this harder. The rest of the adventure doesn't work if you don't hit certain points earlier on. Then again, I want to start dipping my toes in creating my own adventures, so maybe I shouldn't fight too hard against the adventure veering of course.
If the PCs do X, then Y happens. If they talk to so-and-so, he tells them this. If so and so person is with the party, then this might happen.
When I read published modules, this all makes sense while I'm reading it, but I forget most of it afterward. Prepare as I might, when in the middle of the game I can't remember most of this stuff.
The published blocks of text don't really help. In the middle of the game, I'm keeping track of so many things and helping my players, so glancing at a paragraph isn't going to remind me of anything. It doesn't help that I'm a bit of a slow reader anyway.
Does anyone have tips for how to encode this kind of stuff in a way that is really accessible during a game?
Maybe make a flowchart while you're reading it?
Faking it is always an option.
Each piece of information is designed to lead the players to some end goal. If NPC1 is supposed to say something, but NPC2 says it instead, the players won't know any better; just change the context to something appropriate, if necessary.
Keep a map of important locations/encounters/opportunities and let the NPCs be your voice to guide the players however feels right.
Write down notes of things that matter?
Have the book open. When an encounter leads to a plot development you've flagged just do a "hey folks, just give me a second" and cram from going there. Players should give your the respect to get yourself up to speed with the course they've put themselves on.
With time and experience the game should sort of "procedurally generate" in your head because you'll have a whole world floating around based on the adventure you've either read or written for this group, informed by every other game you've played. If you're not used to public speaking, or presentations at work, or teaching, it can feel awkward as heck when you're brain's going "ummm" as you try to figure out the games next direction. That's literally all in your head. If you're players are enjoying the game, they're going to give you that second for your mind to catch a breath, and the "time crunch" or "choke" you feeling is more your brain not used to being in this spot. It'll adapt with good play. Don't hold yourself up to any standard and if you're starting to get some pressure from the table a "Sorry, lot of moving parts in this one and I want to make sure you all keep having a good time" so they know it's about you giving the best game to them.
Also, mark that book up with pencil. It's not intuitive since the adventures are all done in these fancy hardcovers, but the traditions were paper bound in cardstock and some even encouraged you to write in the margins and the spaces between columns. Back when college classes were more done with paper books than online materials, it was common practice to read a book with a pencil in hand and keep tab of your thoughts in the margins. It's sort of a loss art, but really good practice for a GM.
Jander Sunstar is the thinking person's Drizzt, fight me.
This is one of the reasons I don't like published adventures, especially the modern ones. You have to treat them like a textbook for a course and effectively "study" for running them. This can take as much time, if not more, than just homebrewing your own adventure. Yes, it's textbook for a course that has "open book tests" -- but as my students often learn, just having the ability to open the book doesn't always, or even often, lead you to the right answer. You have to spend time with the material beforehand.
By the same token, you need to spend time with the adventure before hand. Make notes in whatever method you find the most helpful. To-do lists, flow charts, etc., have been suggested. I happen to like bulleted outlines. But everyone is different -- you'll need to figure out which way works best for you.
Even for my own adventures, though, I still have to make if/then outlines and notes. I like to sprinkle invisible notes on the map in the VTT, for example, to remind myself of things in each room or area. I tend to plan several sessions ahead, so if I don't do this, I will forget by the time the players get there.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
An open-book test is a great analogy. It feels exactly like that.
And it makes sense that publish adventures make this harder. The rest of the adventure doesn't work if you don't hit certain points earlier on. Then again, I want to start dipping my toes in creating my own adventures, so maybe I shouldn't fight too hard against the adventure veering of course.
I like this structure. Going to try it.