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meta:high_level_planning

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