meta:high_level_planning
Table of Contents
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.
meta/high_level_planning.txt · Last modified: 2019/11/23 04:23 by admin