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Fellow GMs, how much do you actually prep for your games? I get pretty invested into that stage, usually coming up with (or stealing) a plot hook, turning it into an objective or premise matching my party's general feel. If I can I get some minis and terrains to match the game and tend to work with scenes for which premises I have prewritten but improvising the in-betweens based on party choices. I know some people improvise whole campaigns on the go but that's not what me and my players are into.
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>>96664454
Depends on the game. In general, I only prepare quests, general idea of locations, most significant potential plot points, and key NPCs. The rest is improvisation.

During my Vaesen campaign:
- Personal quest for each player, based on his or her dark secret
- A couple of key NPCs
- Three BBEGs for choosing and their stories
- Filler quests, one per creature from the book
- List of inventions and news from 1985 to explain politics and tech level of the world
- Three potential endings

During my Spire campaign:
- Seven key NPCs, each with a loose questline
- Eight potential endings
- More or less remembered all the graphomania about setting from the book
- Global home rule mechanics for spreading influence through the floors of the city

During my current homebrew campaign:
- hand-drawn map, updated from session to session
- About twelve locations and connected quests
- Personal quests for each player
- A couple of key NPCs and BBEGs
- Logic and fluff of the world

For my Slugbluster sessions:
- Metaplot, tweaking setting a timeline of the game

For my current Mythic Bastionland sessions:
- Hand-drawn map
- Metaplot about the City quest, lore and philosophy behind it
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>>96664454
Very minimal prep guy here. Mostly I prepare stuff that I know will require some kind of battle map. The rest of my preparations are short cliff notes on various topics that I can see coming up during the session.
Usually the only specific I bother with are the most important of NPCs, general zeitgeist of locations they go to, and major enough happenings to be worth an investigation/involvement. Everything else I do is improv.
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>>96664454
If I'm running my preferred World of Darkness games, I can often get by on a session outline (PCs investigating X, bad guy Y planning to jump them, get a call from NPC Z), a list of important characters and locations, and some broad notes for NPC stats/powers. Mysteries and more important scenes are worth a few paragraphs to run properly. I also will spend a lot of driving time practicing voices for NPCs, which gives me time to get into their heads and figure out how they will react to the PCs during the session.
So, I do what seems a reasonable amount of prep, but much of the session is improvised. Give me a single evening and I can be ready to run the following day.

I'm also running an online tactical game, so I need much more prep. Maps (sci-fi, built or customized to fit the setting or what the players are doing), tokens, splash art to give players a visual reference outside of combat. I need to assemble the encounters in our VTT, and then be ready to modify them if the PCs come up with a cool plan I hadn't expected. All on top of the usual prep.
This is a lot more work, and I would not say it is commensurately rewarding, but I haven't figured out how to be more efficient with this particular game yet.

Yes, captcha, I do indeed play with "DGAYS" quite often.



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