====== High Level Session Planning ======= These higher level planning techniques can be very useful if you are stuck for how to progress your adventure next, but can be a major timesink. It can often be more efficient just to go with something, and play off how your players react. Balance, as always, is key. ===== Goals ===== * What do you want to happen by the end of the session? * What value should your session offer? * What general * What do you want your players to experience or feel during the session? ===== Focal Elements ===== * Develop parts of your session based on what your goals are * What properties should the session have to help you achieve your goals? * Aesthetics, tropes, environments, characterisations ===== Format and Structure ===== * Time allocation, both within this session and other sessions * General pacing * Set up acts or general portions of the session * What major plot points or climaxes do you want your session to have? * While it is not generally a good idea to railroad the course of the game, it can be a good idea to identify key events which will occur over the session no matter that the players do * In order to speed up or slow down (by adding helpful tools/hints or extra challenges), you need to know what structure you generally want. * Work forwards and backwards from these events to develop possible scenarios and ways things might play out. Instead of developing a 'plan', develop a 'toolbox' of outcomes to allow you to build on the actions of your players.