After last week’s post covering tips for new DMs, I decided I would like to delve into the K.I.S.S. (Keep It Simple Stupid) standard that I usually follow for my gatherings. These are the steps I follow to make my scenarios, simplified down to a beginner level. These steps will work if you know your group in advance, however, I would not suggest something like this if you are going to play with a group that is entirely new people to you.
4 Steps
The way I am going to handle this part is I am going to list the 4 basic steps I normally start with. After lining out those 4 steps, I will then delve into each one to show the kind of things I would do for each one.
- Figure out a theme for the adventure. This can be as simple to as the type of wilderness it will take place in.
- Opening Scene. This is where I am going to set the tone of the scenario. This will usually be just an introductory scene to where we are currently at if new, or a kind of recap if we are picking up where we left off from another gathering.
- Encounters. This is where I am going to put a few paths that I could foresee my players taking.
- Ending. I do suggest knowing where you want to end the day at in advance. That can be a time limit to actual game play or it can be a part of the story you want to be at by the end of the session. I have had many a game drag on because I did not make a good ending place.
Those are the basic steps I follow. This alone is the short method I use for my Play-Through Party Posts show casing a class each week. To use this method long-term there will need to be some additions added to it that I will go over at a later time. For now, lets take a deeper look at the steps. I will then do an example of each step.
Step One: Theme
The most important part of this step is knowing your players and their characters. You need to know how many players you have, and how each one of them likes playing. Are they all role-players? Or do you have someone who loves fighting? Or maybe you have someone who enjoys exploring the world around them? No matter their play style, this is where you will need that information. Another big thing you will need is the backgrounds of the characters. Do the characters all share the same background? Or do you have sages, hermits, outlanders, criminals, acolytes, etc? This will also help you figure out the kind of things that can happen in the story.
After figuring out the group and their quirks, ask them if there is anything specific they want to see. Maybe they will say they are sick and tired of fighting Kobolds (true story here from personal experience) and want to fight some humans or anything, just not kobolds. Maybe they will tell you they want to be in a certain environment. For example the players may want to be in a forest or in an urban setting. These are all the things that can come into play here.
To find these things out, I would suggest 1 of 2 things. Either 1, having a session 0 where you all get together to make your characters and talk about the adventures you would like to have and any other expectations they have of the adventure, or 2, sending out a mass text or email or Skype call to the group and get some input. The story that you are making is starring these people, go ahead and involve them in the making of the story. You do not need to share major plot points or anything like that, but you can get things like this from them. It will make them feel as if their input matters and it shows them you are serious about making it a fun experience for everyone there.
Example
A lot of the time, my wife and I will play 1 on 1, or two player Dungeons and Dragons. This is where her character will be the center of the story, and I usually have some bumbling buffoon running around trying to screw things up for her.
I got her to help do the redux of the Play-Through Party for the Bard with her bard we had made a few weeks back that she had not had a chance to try yet. So to get things set up for the story, I knew she was playing an Drow bard with an outlander background, that was heavy into nature (tree hugger basically). So I knew she would not want to spend a lot of time in town based on this, and I also knew that she would not want to spend excess time dealing with people as her character has no time for other people, friend or foe.
From that starting point, I told her to pick a type of environment, and she chose arctic because she has never done anything in the arctic before. With this information in tow, we know that the story needs to be in the arctic area, outside of town enough to avoid unwanted pleasantries from the townsfolk, and that she has a protective nature over her part of nature. This gives us a good starting point and some potential ideas for some plot later on in the story.
Step Two: Opening Scene
This is where we take everything we have gathered in the step one and add some meat to the bones of it. We are going to take that paragraph there and start making a little area in an unknown world(you do not need to worry about world building yet, remember K.I.S.S.) for our protagonist.
Example
Since the Play-Through Party was the initial story for her character we had to add a bit of detail to get things rolling. Based on what we know from step one, I decided to give her a small shack in the forest outside of a small coastal town. Being a Drow who ran away from the evils of her people and the under dark I did not put her in a cave home, but instead put her in a tree house about 10 feet up in between some large trees. We then proceed by describing that opening scene to the player. Flesh out the details of the shack to the player and give the forest some depth since it is the important part of the surroundings to the player.
Step Three: Encounters
For this step, this is where I put just about everything that happens in the story. You can plan your encounters, random encounter tables, puzzles, traps, chase scenes, world events, plot twists, plot points, etc. here. I will go into depth on these things at a later time. For starting out just check out the monster by environment list in the back of the DMG.
Example
I made a scenario where there was another bard person being attacked in the forest by bandits. Her character being chaotic neutral could have gone either way of her helping or walking off. So to make sure she had things to do if she didn’t help, I set up a few other different encounters that would happen if she walked away from the fight. I did this so she would not be bored because she likes fighting in DnD 5e. I then set up the encounter in the town where she would see a flying asking for local bard talent at the bar that night, knowing her character had no money to start with, she would take that bait, or at least look into it. Then I set it up to where the bard from the forest fight she avoided, would show up at the tavern for the “bard night.”
This provided a few different encounters. And it gives me an inkling of where I want to stop at in the story for the session.
Step 4: Close Up
This is the simplest, yet the hardest step. You need to figure out where a good stopping point is in the story. Sometimes that stop at a big plot twist is a great device to get your players to want to keep playing next session, however, if the cliff hanger is done too much it can get annoying. For example thing of the TV show Friends. Hugely successful show. Every season ends on a massive cliff hanger except the last one. They did this as a way to drive the plot forward. Making sure they get return viewers in the process.
You also do not want to end on a streak of crappy rolls. I know that I have been in groups where we ended it was a defeated feeling to end on a crappy roll streak. Give them a few more checks to help get out of that defeated attitude.
Example
For me I know I wanted the story to end after her “shift” at the tavern for bard night. I knew that if she just did a bunch of good rolls and got some coins, that would be a good stopping point for the quest as well. I also juggled the idea of stopping prior to the bard night at the tavern as that would give her something to look forward to, but decided against it for the sake of the actual play through showcasing the bard playing some music.
With all that said, there are dozens of different ways to play your game. Some people will plan out every little detail to their story, some will plan out nothing and make it all up improv style on the spot. I tend to follow this because I like a middle ground on the two. I like to take these steps to plan ahead then when it actually comes down to step 3 playing out is where I let my players run wild and role-play their hearts out.
Thanks for reading, good gaming, and God bless.