“When last we met our heroes…”
In my last post I talked a bit about how my preparation for D&D games has changed and evolved over time. In this post I’d like to go a bit more in-depth with my latest campaign (Curse of Strahd notwithstanding), in my Talomire setting.
Best to start off with exactly what I’m preparing for. With Talomire I’m aiming to run a few campaigns, with different parties, all in the same continuity. My folder needs to reflect that, and be built in a way that makes it easier for me to do that. I want these campaigns to be open ended sandboxes as well. I have a few plot threads in my head, in terms of what is going to be happening in the world around them (what the elves in the north are doing, what is happening in the frozen tundras of the very far north, and the political manoeuvring in the south), but it’s up to the players how they want to interact, or if they want to interact, with these events.
So, my folder needs to be easy to navigate, and have enough content to satisfy my players’ desires and actions, while not requiring me to write the backstory of every single NPC in every single tiny village…thankfully there are tools that allow me to do this, such as my DM screen. I’ll go into a bit of detail on each of these, culminating in the contents of the folder itself.
1 – The DM Screen
I love DM screens. I’ve always thought that the actions of the DM should be hidden, and that a good DM can gain the trust of their players without making each and every die roll public knowledge. I feel it adds mystique to the game; a lack of knowledge that is entirely accurate, and which I feel makes role playing easier and more dramatic. That said, the official screen from WotC is in no way suited to my style of DMing. 50%-75% of the screen is given over to things I either don’t use or need, things I already know, or things I regularly homebrew anyway. I tend to run a number of campaigns anyway, in different settings, so the information I’m likely to need from session to session is different, so a static screen is unlikely to be much use to me. For ages my screen was simply something to block my notes and my rolls from my players.
A few months back I decided to build my own screen. My first mock up was built using 3mm artist’s backing board, sandwiching sheets cut from a magnetic whiteboard. Thes panels were held together using a hinge made from duct tape, and reinforced using electrical tape. It wasn’t perfect, but it meant I could use magnets to attach print outs to my screen. All of a sudden I could have party trackers, region maps, initiative orders and even magic item cards on my screen, able to be switched out at a moment’s notice.
With my MkII build I adapted the original concept slightly. Still built from 3mm backing board, I cut out sections of the inner board to expose the whiteboard inner. Now I can write on that layer, take notes or jot initiative orders, as well as change all of that information whenever I need to. The white boards I used also came with pens and, more importantly, clips. I currently have three attached to my screen. One is currently surplus to requirement (although I do have a couple of ideas for it), and one holds my whiteboard pen. The third, though, allows me to switch out party trackers incredibly easily. I mounted thin plastic sheeting to the clip, which is large enough for four player-tracking sheets. The plan is to have one of these clips per party.
I also built a small, magnetic shelf to put visual aides on for my players…which is by far my favourite thing about this screen right now…
The screen, eventually, is going to have five panels; one for party tracking, three with whiteboards exposed, and one similar to my original build; magnetic, but without the whiteboard exposed. The middle three are designed to be used for session specific things, with the final panel given over to rules I often forget.
2 – The Journal
Drunkens & Dragons introduced me to the concept of a DMs journal. This idea of a repository of information is literally what began Talomire. Instead of building concepts in my head, everything was thrown on paper and built on. Numerous dungeons, traps, financial and religious systems have been born in my journal, and are there now for me to call upon should I ever need them.
During sessions, my journal’s use is two-fold. It’s there for note taking, and remembering what has happened in sessions previously. It also contains ideas I haven’t fully fleshed out yet. If the players decide to travel north, they might run into the small coastal town of Falas Londé, or the ruined watchtower of Duvain Maegorod.
A couple of dungeons I didn’t use in my last campaign.
The journal, therefore, is something I can plot campaign progress in, as well as reference things that I hadn’t committed to PDF yet, but that might fit nicely with where the party are headed.
3 – NPC Face Cards, Weapon Cards, and Other Handouts.
I’ve played about with a number of different concepts in my previous games, regarding combat, equipment and NPCs. My first campaign was completely theatre of the mind, for example, while in Curse of Strahd, I have experimented with using Index Card RPG and 2.5d terrain, both of which work nicely, but don’t give the feel I want from Talomire.
I found a couple of great resources on Drivethru RPG, which I feel can help me as a DM in NPC and item generation, while giving the players the visual aides I’m been looking for. The NPC deck and weapon cards are fantastic. My plan is to have a bundle of both behind my screen. If the players meet an NPC I haven’t planned, I can grab one of these cards and write the character’s name on, taking notes on the back. The same applies for the weapon cards, which can be handed to the player who owns it, creating a tactile sense of ownership of these weapons, and giving even mundane weapons a sense of importance in a world where magical weapons are incredibly rare.
4 – The Folder.
I use a standard sized, two ring, lever arch file, and I don’t use pockets (with the exception of character sheets and handouts). My folder is arranged into several sections, designed to allow me to skip to the parts I need easily. Broadly, they are arranged as follows:
- Adventures & Sidequests
- Random Events
- Stores & Equipment
- Spare Adventures
- Spare Maps & Locations
Each tab will then have a number of tabs within, so I can get to exactly the right place at the right time.
My locations tab is for areas I plan on using in my game. For example, I have maps and descriptions of North Tower, Low Briar, and other areas I created. I also have a few I lifted from other sources, such as the Village of Hommlet (the intro adventure to the original Temple of Elemental Evil), and one of Dyson‘s village maps for Briarwood, an area of my own that I haven’t had time to draw yet.
Adventures and sidequests is designed for adventures I know I am either going to run, or am likely to run. Here I’ll have my notes, for ease of access. Finished adventures will likely be put somewhere else when done, but I’m not sure about that yet.
Random events are the life and soul of a sandbox game, in my opinion. They make the world feel real and dynamic, so I make sure to have a number of different encounter tables and random event tables. The Dungeon Master’s Handbook volumes one and two are great for these.
Stores and equipment is something I loved about my Forgotten Realms folder. It shows the prices and availability of equipment in different types of location, adjusted for Talomire’s economy. Rather than gp, cp, sp, etc, Talomire uses a version of medieval England’s currency. As such, all prices are adjusted to better suit that currency and economy (meaning full plate armour now costs the equivalent of around 19,000gp).
Spare adventures are simply adventures I can pull out at any time. The players decide they want to travel west, and they discover a small town at the base of the Spine mountains. I feel they need something to do, so I grab a spare adventure and throw the plot hook their way. I’ll then move that adventure into my ‘Adventures & Sidequests’ tab, and run it from there. Spare maps and locations is pretty much the same, but is filled with maps and locations I’ve drawn from other sources (mostly Dyson, who’s maps are mostly free, and absolutely amazing).
The NPCs tab is just somewhere I can hold my NPCs, and keeps notes on them, their goals, and what they’re up to when the players aren’t around.
Finally, the rules tab is where I keep all the non-standard rules I want to use. At the moment these are the Stonghold rules, the rules for dragons in the DCCRPG, rules for magical research from DCCRPG, and (Not So) Legendary Actions.
I also have a campaign calendar and a region map in the front of the folder so that I can mark new locations for future reference, as well as make sure important dates in the life of Talomire are observed, and time can be kept properly within the world.
None of this is really tested in it’s current iteration, but I’m very hopeful. Please, let me know what you think, and what you like to have prepared; I love to learn from other people and steal their ideas! When I start running my campaign(s) I’ll do an update with what has worked, and what has not.
Anyway, thanks for reading!