![]() As such, it's worth spending time writing out a handful of fantastic locations that the characters might discover and explore during the game. Develop Fantastic Locationsīuilding evocative locations isn't easily improvised. Example secrets and clues are offered later in this document. During this step, you might write down ten such secrets or clues. This lets the game flow freely, while still allowing you to reveal important pieces of the story at any point where the characters might discover them. ![]() As such, you'll want to keep these secrets and clues abstract from their place of discovery so that you can drop them into the game wherever it makes sense. You don't know exactly how the characters will discover these clues. Secrets and clues are single short sentences that describe a clue, a piece of the story, or a piece of the world that the characters can discover during the game. The next step is second only in importance to the strong start, and is one of the most powerful tools available to GMs. At other times, you might skip this step completely if you don't think you need it. Usually, it's enough to come up with only a few words per scene, and to expect one or two scenes per hour of play. ![]() ![]() However, as GMs, all of us must always be ready to throw our potential scenes away when the game goes in a different direction – as it often does. This step exists mostly to make you feel as though you have a handle on the game before you start. With a strong start in hand, we can then outline a short list of potential scenes that might unfold. Example strong starts can be found later in this document. When you define where a game session starts, you figure out what's going on, what the initial focus of the session is, and how you can get close to the action. Setting the stage for the session determines a great deal about how the rest of the game will go. How a game starts is likely the most important piece of preparation we can do. You might not even write anything down during this step, but reviewing the characters helps wire them into your mind – and ensures that the rest of your preparation fits around them. What are their names? What do they want? What plays into their backgrounds? What do the players of these characters enjoy at the table? Review the Charactersīefore we do anything else, it helps to spend a few minutes reviewing the player characters. Here's a brief summary of each of the steps. Theater of the Mind Guidelines (Abbreviated)įor a typical game session, the Lazy RPG Prep checklist looks like this:.Theater of the Mind Guidelines (Extended).You can find several versions of this document including EPUB, Markdown, and JSON on Crit.Tech's LGMRD Github Repo Table of Contents Use Send to Kindle to send a version to your Kindle. ![]() Use tools such as Calibre and Pandoc to convert this document to markdown, PDF, ePub or another format of your choice. To save an offline local copy, "save as" either the page source or HTML in your browser. This document is a single self-contained HTML file. The publication and release of this document is made possible by patrons of Sly Flourish. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at. This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at. Shea of in any works derived from this document. This work is licensed under a Creative Commons Attribution 4.0 International License. Much of this material is useful for any fantasy RPG but some is specific to the 5th edition of the world's most popular roleplaying game. This document includes resources and guidelines for preparing and running 5e and other fantasy roleplaying games taken from several books written by Michael E. The Lazy GM's Resource Document The Lazy GM's Resource Document ![]()
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