Your D&D Prep SUCKS. This is why.

Deficient Master
22 Dec 202312:02

Summary

TLDRThis video script discusses the art of Dungeon Mastering in D&D, advocating a balance between meticulous world-building akin to J.K. Rowling's approach and the flexible, character-driven storytelling of Stephen King. The speaker shares their method for game preparation over a decade, emphasizing the importance of player agency and offering tips on scaling preparation to the players' interests. The 'Deficient Law of Narrative Influence' is introduced as a guideline for starting sessions with engaging hooks that respect player autonomy, ultimately aiming to create immersive and dynamic gameplay experiences.

Takeaways

  • ๐Ÿ“š The speaker emphasizes the importance of preparation for Dungeon Masters in D&D games, sharing their personal method that has been effective over a decade.
  • ๐Ÿ” They used to stress over finding the right balance between sufficient preparation and avoiding over-preparation, which can lead to wasted effort.
  • ๐ŸŽฏ The key to good preparation is not the quantity but the quality of what is prepared and how it is presented to the players, to avoid railroading and maintain player agency.
  • ๐Ÿš‚ The term 'railroading' is clarified as forcing a predetermined outcome on players, which takes away their agency โ€“ something the speaker strongly avoids in their games.
  • ๐ŸŽฎ The speaker values player agency highly, noting that tabletop RPGs offer a unique level of player control not found in other forms of entertainment.
  • ๐Ÿ“ The preparation approach involves being detailed in world-building like J.K. Rowling, but playing the game with the flexibility of Stephen King, adapting to where the characters lead.
  • ๐Ÿ˜๏ธ Start with small-scale preparation, focusing on immediate surroundings and characters, and build outward from there, adjusting based on player interest and questions.
  • ๐Ÿ“‰ Follow the 'Deficient Law of Narrative Influence,' which suggests that a DM has the most influence at the beginning of the game, which diminishes as the session progresses.
  • ๐ŸŽฒ Use the beginning of the game to set hooks that are already in the players' mouths, making the opening scenario personal and engaging to draw them into the prepared material.
  • ๐Ÿ“ˆ Adapt to player actions during the game, allowing their decisions to guide the narrative within the world created, rather than forcing outcomes.
  • ๐Ÿ”„ At the end of a session, identify the players' next goal to use as a hook for the next session, ensuring that preparation remains focused and relevant to their interests.

Q & A

  • What is the main issue the speaker addresses in their Dungeons and Dragons (D&D) game preparation?

    -The speaker addresses the struggle of finding the right balance between sufficient preparation and overpreparation in D&D game sessions, which can lead to wasted effort if the prepared material is not used.

  • What is the speaker's view on the term 'railroading' in the context of D&D?

    -The speaker views 'railroading' as when a game master enforces a predetermined outcome in the game world, disregarding the player characters' involvement and agency, which takes away the players' freedom to influence the game's direction.

  • Why does the speaker prioritize player agency in their games?

    -The speaker prioritizes player agency because they believe that tabletop roleplaying games offer a unique level of agency that cannot be matched by other forms of entertainment such as books, movies, or even other video games.

  • What are the two writing styles mentioned by the speaker, and how do they relate to game preparation?

    -The two writing styles mentioned are 'plotters' and 'pantsers'. Plotters outline their stories before writing, while pantsers write based on their feelings in the moment. The speaker relates these styles to game preparation by suggesting that a Dungeon Master should detail their game world like a plotter but play out the game like a pantser, allowing the story to unfold naturally with player input.

  • What advice does the speaker give for starting small-scale game preparation?

    -The speaker advises starting with a small, manageable area such as a single town and a few nearby locations. They suggest using resources like tables from 'Tales of Adventure Design' or official modules for inspiration and to ensure that the preparation is focused and not overwhelming.

  • How does the speaker recommend a Dungeon Master should adjust their preparation based on player interest?

    -The speaker recommends that a Dungeon Master should take mental notes of what the players are interested in during the game session and prepare further details on those topics for the next session, making the players feel important and engaged.

  • What is the 'Deficient Law of Narrative Influence' as mentioned by the speaker?

    -The 'Deficient Law of Narrative Influence' is a concept the speaker introduces, stating that a game master has the most narrative influence over their players at the beginning of a game session, and this influence diminishes as the session progresses and the players are given more agency.

  • How does the speaker suggest starting a game session to maximize player engagement?

    -The speaker suggests starting a game session with the 'hook' already in the players' mouths, meaning the situation should be set up in a way that is personally engaging and interesting to the players, making them want to follow the prepared storyline.

  • What is the importance of ending a game session with clarity on the players' next goal?

    -Ending a game session with clarity on the players' next goal is important because it provides a clear direction for the next session's preparation, ensuring that the game master focuses on what is most relevant and interesting to the players.

  • What potential issue does the speaker warn about when using the 'Deficient Law of Narrative Influence'?

    -The speaker warns that starting a game session in a precarious situation using the 'Deficient Law of Narrative Influence' requires trust between the players and the game master, as it could lead to players feeling forced into scenarios they did not want to be in, which could damage the game experience.

Outlines

00:00

๐Ÿ“š The Art of Balancing Preparation and Player Agency

This paragraph discusses the speaker's journey to improve their Dungeons & Dragons (D&D) game preparation. They draw an analogy between being a 'deficient master' and renowned authors J.K. Rowling and Stephen King, emphasizing the importance of preparation and flexibility. The speaker outlines their method of preparing the game world in detail, akin to Rowling's plotting, while allowing the game to unfold naturally with player agency, much like King's pantsing approach. The paragraph also touches on the concept of 'railroading' in D&D, which is frowned upon as it restricts player choices, and the speaker's commitment to avoiding it. The focus is on creating a rich game world and starting sessions with hooks that engage the players without forcing a predetermined narrative.

05:01

๐ŸŽฒ Preparing for Player Interests and the Law of Narrative Influence

The speaker continues the discussion on game preparation by emphasizing the importance of tailoring the game to the players' interests. They advocate for starting with a small-scale world and expanding based on player inquiries during the game. The speaker introduces the 'Deficient Law of Narrative Influence,' which suggests that a Dungeon Master has the most control over the narrative at the beginning of a session, with this control diminishing as the session progresses. They argue for starting sessions with the players already engaged in the story, using the example of beginning with the players captured to meet a new antagonist. The paragraph also warns against overusing narrative control, as it can lead to a loss of player trust and autonomy.

10:02

๐Ÿ”ฎ Adapting to Player Goals and Maintaining Engagement

In the final paragraph, the speaker concludes with advice on how to end a session effectively by identifying the players' next goal, which serves as the hook for the following session. They stress the importance of focused preparation that aligns with the players' current interests to avoid wasted effort. The speaker also touches on the importance of trust between the Dungeon Master and the players, ensuring that the players feel their choices are respected and not being forced into a scenario they did not agree to. The paragraph ends with a call to action for the Dungeon Master to start small, prepare like J.K. Rowling, and discover the world alongside the players, like Stephen King.

Mindmap

Keywords

๐Ÿ’กDungeons & Dragons (D&D)

Dungeons & Dragons is a tabletop role-playing game where players create characters and navigate through a fictional world under the guidance of a Dungeon Master. In the video, the speaker uses their experience with D&D to discuss game preparation and player agency, emphasizing the balance between pre-planning and allowing for player-driven narratives.

๐Ÿ’กDungeon Master (DM)

A Dungeon Master is the game facilitator in D&D, responsible for creating the game world, guiding the story, and managing non-player characters and events. The video emphasizes the importance of the DM's role in balancing preparation with flexibility to maintain player agency.

๐Ÿ’กPreparation

Preparation in the context of the video refers to the process of planning and creating the game world, storylines, and encounters for a D&D session. The speaker discusses the importance of preparing enough to facilitate a session without over-preparing to the point of restricting player choices.

๐Ÿ’กPlayer Agency

Player agency is the ability of players to make meaningful decisions that impact the game's narrative. The video stresses the importance of prioritizing player agency in D&D, allowing players to influence the story rather than being forced into a predetermined outcome.

๐Ÿ’กRailroading

Railroading is a term used in role-playing games to describe a situation where the DM forces a predetermined outcome on the players, limiting their agency. The video explains that avoiding railroading is crucial for maintaining player engagement and enjoyment.

๐Ÿ’กPlotters and Pantsers

These terms refer to two approaches to writing and game preparation: 'plotters' outline their stories in advance, while 'pantsers' write by the seat of their pants, following the narrative as it unfolds. The video uses these concepts to illustrate different styles of game preparation, suggesting a balance between the two for effective DMing.

๐Ÿ’กJK Rowling

JK Rowling is known for her meticulous world-building and planning for the Harry Potter series. In the video, the speaker compares detailed game world preparation to Rowling's approach, emphasizing the importance of knowing the game world deeply, even if not all details make it into the actual gameplay.

๐Ÿ’กStephen King

Stephen King is presented as an example of a 'pantser' writer who follows the story where the characters lead. The video suggests that playing the game like King means allowing the narrative to evolve based on player actions and decisions within the prepared world.

๐Ÿ’กDeficient Law of Narrative Influence

This is a concept introduced by the speaker to describe the DM's influence over the narrative at the beginning of a game session, which diminishes as the session progresses. The video explains that starting sessions with a strong narrative hook can lead to more engaging player experiences.

๐Ÿ’กIn Media Res

In media res is a Latin term meaning 'into the middle of things,' used in storytelling to begin a narrative in the midst of the action. The video suggests starting D&D sessions in media res to immediately engage players and encourage them to follow the prepared narrative.

๐Ÿ’กNarrative Hooks

Narrative hooks are elements of the story designed to engage the players and draw them into the narrative. The video discusses the importance of creating compelling hooks that are integrated into the game's beginning to guide the players' actions and interests.

Highlights

The speaker compares their D&D preparation and play style to that of famous authors JK Rowling and Stephen King, emphasizing the balance between preparation and player agency.

The importance of not overpreparing and the stress associated with finding the right balance in session preparation is discussed.

The concept of 'railroading' in D&D is explained as a game master imposing a predetermined outcome, which takes away player agency.

Player agency is highlighted as a key aspect of tabletop roleplaying games, setting them apart from other forms of entertainment.

The speaker introduces the idea of preparing the game world in detail, akin to a plotter in fiction writing, but playing the game based on player actions, like a 'pantser'.

JK Rowling's meticulous note-taking for Harry Potter is cited as an example of detailed world-building.

Stephen King's approach of following characters and story development is contrasted with Rowling's method.

The speaker suggests starting with small-scale world-building, focusing on immediate surroundings relevant to the players.

Using resources like 'Tome of Adventure Design' by Frog God Games is recommended for idea generation.

The importance of scaling down preparation based on the time available before the game session is emphasized.

The speaker's first rule of preparation is to make players feel important by focusing on what interests them.

The concept of 'Deficient Law of Narrative Influence' is introduced, stating that a DM has the most influence at the beginning of a session.

The speaker explains how to use the initial moments of a session to set the scene and engage players without forcing a specific path.

The importance of starting sessions with a hook that is already in the players' mouths, rather than setting up hooks around them.

An example of an effective opening scenario is provided, illustrating how to engage players immediately.

The speaker warns against taking the 'Law of Narrative Influence' too far, emphasizing the need for trust between players and the DM.

The session's end is identified as a crucial time to determine the players' next goal, which should guide the following session's preparation.

The video concludes with a summary of the preparation method: start small, prepare like Rowling, and play like King.

Transcripts

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my D and D game sucked until I started

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preparing like JK rling and playing like

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Stephen King I'm the deficient master

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and we dungeon Masters are always

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looking for quick fixes for our game

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prep and despite the amount of advice

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out there my subscribers still want to

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hear my take on how I go about prepping

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my games so in this video I'm going to

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give you my method that's worked for me

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over the last decade of gaming and maybe

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it'll be just as helpful for you as it's

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been for me I used to lay in bed all

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night stressing over my upcoming game it

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felt frustrating trying to find the

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perfect balance between just enough prep

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that would get me through the next

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session while not overpreparing and

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having to scrap entire notebooks worth

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of time and effort I don't believe

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there's really any way around it

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preparing a good session takes work but

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the skill lies in not how much you've

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prepped but what you prep and how you

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present that prep to your players

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because if you try to force whatever

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Adventure you've made on to them you

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might be railroading now that term has

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been tossed around so much that I feel

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like it's kind of lost its meaning to me

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railroading is when a game master enacts

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a predetermined outcome within the game

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World despite the player character's

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involvement in that outcome because it

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takes away the player's agency I heavily

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prioritize player agency in all of my

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games because no other medium in

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entertainment can match the amount of

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agency allowed in tabletop roleplaying

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games not books not movies not video

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games even in games like balers 3 the

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developers can only code so many choices

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and alternative

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consequences I want you what if I'm only

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playing D and D for the combat or the

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dramatic role playing there are mediums

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and even other tabletop games that do

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those things better players willingly

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playing out the adventure you've

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prepared for today's game is not

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considered railroading but I don't want

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my players to feel like they have to

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follow along my story just because

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that's what I want them to do so how can

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I both prepare prepare a game session

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that I can actually use at the table

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while maintaining that player agency

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well I do that by prepping my Game World

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like I'm JK Rowling but I play out my

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Game World like I'm Stephen King what's

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that mean well in the world of fiction

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writing there are two camps writers

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often fall into known as plotters and

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pancers writers that are more plotters

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tend to outline their stories before

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actually writing them while the pancers

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write the story based on their feelings

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in the moment relying on their

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characters to show them how the plot

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will play out now in actuality most

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writers fit somewhere in the spectrum

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between the two Styles but rling is

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famously known to be in this Camp by her

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meticulous notes for Harry

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Potter this mass of material was

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generated some of which will never find

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its way into the book we'll never need

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to be in the books it's it's just stuff

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I need to know for my own pleasure

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partly for my own pleasure and partly

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because I like reading a book where I

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have the sense that the author knows

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everything they might not be telling me

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everything but you have that confidence

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that the author really knows everything

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while King has gone on record several

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times that the opposite approach is the

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best way to create a story I feel like

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you have to follow the characters and

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you have to follow the story where it

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leads and the last thing that I want to

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do is to spoil a book with plot so you

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know I think I think the plot that plot

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is the last resort of bad writers is a

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rule I'm a lot more interested in

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character and situation and you'll

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follow it where it goes so how do these

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writing styles relate to game prep it

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means I write and detail my Game World

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as if I was plotting a Noel but

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preparing your entire game world like

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your JK Rawling doesn't just happen over

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a weekend but here's how I would start

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first we start small scale don't map out

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a whole continent just map out the one

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town then put three or four

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progressively more dangerous or

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interesting locations around that town

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that's within about a day's travel if

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I'm empty on ideas I use this table from

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frog god games' to of Adventure design

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if you want an official module example

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check out the dragon of ice Spire Peak

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from the fifth edition's Essentials SE

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or if you want an even better designed

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and organized alternative I suggest the

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black worm of Brandford regardless you

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probably won't get all the details

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nailed down before the game that's fine

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the less time you have to prepare the

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smaller scale you should go don't prep

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the whole town then prep the tavern

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don't prep five different NPCs just prep

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the barkeeper that the party is going to

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be both getting the quest Hook and the

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reward from start from the simplest most

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manageable idea that you can come up

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with and then build your world from

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inside outward rather than outward in

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your players don't care about the shape

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of your continent they don't really care

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what war happened 100 years ago what

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they want to know is what's surrounding

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their character and who or what can they

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interact with now during the game I take

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a mental note as to what my players are

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asking questions about throughout the

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evening that determines what I'm going

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to prepare further for next week's game

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because I follow my first rule make my

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players feel important I prep what's

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interesting to the players if your

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cleric is asking about all the different

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religions in your world Now's the Time

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to flesh out religions if the fighter

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wants to hunt down monsters like he's a

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Witcher spend the next week drawing up

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monster layers if the Bard wants to know

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the personalities and relationship

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statuses of the Barkeeper's daughter the

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blacksmith's daughter the captain of the

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Guard sister and the princess start

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working on some of those Outer Planes

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for you to banish him to so we're

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prepping our game world like rling but

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what does playing the game actually look

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like with this sort of prep well if I

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try to play the game like rling I'm

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going to want certain things to happen

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to my protagonists only problem is that

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I don't control my protagonists my

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players do and if my goal is to have as

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much player agent as possible I can't

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force certain outcomes to happen just

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because that's what I wrote down earlier

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this week when my players meet my pre

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world I have to play things out as if I

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was Stephen King with a bag of cocaine

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and a graphically detailed sewer scene

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involving

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child I need to let the characters guide

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me on what happens within the world I've

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created but deficient wouldn't that mean

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some or even all of your prep from

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earlier could be trashed

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no not necessarily because my prep looks

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like this I spend most of my prep time

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preparing the beginning of my games

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instead of the middle or the end because

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I have this law I follow a law that I

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didn't discover but I'll be the first to

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give it a stupid name at least until

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someone corrects me in the comments of

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somebody else that came up with a better

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name and that is deficient law of

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narrative influence in tabletop role

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playing games and I Define my madeup law

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as such the game master possesses the

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most willfully surrendered narrative

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influence of their player characters at

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the beginning of the game this influence

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diminishes relative to the amount of

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time that has passed after the game

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master asks what do you do what this

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means is that in the first 5 minutes of

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a session I can put you almost anywhere

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I want and you will probably agree that

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yes this is where the game session

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begins this is doubly so if you're

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starting a new campaign or a one shot I

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can start the session with you all in a

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Tavern I can start the game with you all

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tied up in prison I can start my

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campaign with you on a tentacled alien

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ship with a tadpole I've narratively

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forced into your eyeball and you're

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probably not going to say but I wanted

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to buy some potions at the shop with my

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spare starting gold you control time

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space and anything that appears in front

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of the player's noses but if you were to

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try that 10 minutes or even 10 seconds

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after you ask the players what do you do

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it starts smelling like a railroad you

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know that joke about setting up all

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these Adventure hooks only for your

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players to start wandering between the

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blank spaces of your prep I don't start

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my games with hooks around my players I

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start my games with hooks already in

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their mouth let me show you an example

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with both a standard tabletop opener and

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how I would start my sessions let's say

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for example we really want our players

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to get captured or put in a moment of

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weakness so they can meet this new

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antagonist that you want them to hate

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for the next few games you're going to

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have this guy's goons show up in the

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tavern and then when the players

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inevitably surrender your new Big Bad

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Evil guy is going to strut in and gloat

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right right no what's going to happen is

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you start the game with your players all

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sitting in the tavern you let them

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banter back and forth a bit to get into

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the swing of things and then 30 NES

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crash into the tavern telling you to

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surrender and as you raise your hands I

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ain't no I cast Fireballs I'll Attack

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the nearest n and I will sneak attack

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the

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barkeeper you're a paladin are you are

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you sure you want to fight this I said

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there's like 30 of them yeah and I cast

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fire

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ball and now you look like a bad DM that

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set them up for

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failure but an alternative opener using

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the unofficial law of narrative

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influence would look something like this

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let's start the game the N Warchief

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throws your drink in your face causing

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the pungent Aroma of red dragon Crush to

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sting your eyes your hands are bound as

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the three of you sit in the middle of

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the now desecrated sleepy Dragon Tavern

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this was supposed to be a quiet dinner

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that wine dripping off your face cost

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you six gold pieces just for the glass

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the Warchief licks the drops on his

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hands and says weak drink for weak man

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he gestures at four of his Warriors to

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stay behind to finish you off as he

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leaves through the kick down door riding

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off into the night with his warband as

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the screams from the barid and the

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inkeeper gr f

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the four remaining nlls begin to debate

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which of you they're going to eat first

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what do you do but I wanted to buy some

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potions at the shop with my spare get

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out of my

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game when you start the session with the

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hook in media res the players can still

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try to ignore that particular hook but

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if you made that opening line personal

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and tantalizing it won't take much to go

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them into following your prep because I

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can't control what my players do once

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I've released them into my world but I

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can wag a bone in front of their nose

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before throwing it now can we take this

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law of narrative influence too far Yeah

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the more precarious of a situation you

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start them in the more trust you'll need

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between the players and yourself that

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you're not forcing them into some

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impossible scenario or a decision that

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they didn't want to make a simpler

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example of this would be to start the

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session at the adventure site instead of

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playing out the shopping scene at Town

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followed by traveling across the

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Wilderness only for them to get

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distracted at something you mentioned

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offhandedly while describing their

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surrounding ings I mean you can do that

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but know that once you give autonomy to

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the players you can't take it back not

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without looking like a jerk

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anyway now one of the more important

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things I do at the tail end of my

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session when either the adventure has

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been completed or I feel like I'm doing

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way too much improvising is to find out

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what the player's next goal is it might

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be as simple as continue on this current

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Quest but whatever they decide what

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their goal is for the next game that's

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the hook I put in their mouth at the

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start of next week because prep is all

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about focus and prep that's focused on

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the player's current interests is prep

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that I typically don't see wasted but no

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matter how you prep your games you won't

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make it far without what I cover here in

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this next video dming is a lifelong

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marathon of Mastery if this video gains

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traction I'll do more like these but for

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now start small prep that small world as

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if you're JK rling but discover that

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world along with your players as if

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you're Stephen King that's all I got for

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now see

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you

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