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File: NonCompromisedPepe.png (182 KB, 720x651)
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Foolproof method of prepping a session? I'm using GURPS and got the general outline of the session made out, but i'm not sure whether this will work out. Maybe it's because my last and only session i did was in RISUS and it sucked balls because it was too arbitrary.
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>>98100395
A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.
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>>98100395
There's no one-size-fits-all solution.
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>>98100500
What's one that should be generally fine for most cases, then?
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>>98100619
Flexibility, able to improvise, and enough system knowledge to make up stats that are in the ballpark of appropriate for whatever happens off script.
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>>98100619
>What's going on right now, and where?
>Who or what is involved, why are they involved, and what are their resources?
>What happens if the PCs don't get involved, and how long does it take for it to happen?
After that you just need to do the paperwork, which is easy since you know exactly what the fuck you need.
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>>98100395
Is there anything in particular you need help with?
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>>98100395
Do you know how to write encounters?
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>>98100395
Prepping is a newb trap.
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>>98101360
Yes, i do know. You just place something that triggers them to do engage in another thing in a location.
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>>98100395
Prepping a session is foolish. You should prep chunks of your notes either by relation to a central event, faction, person, location, etc.
It's sensible to prep "what is going on with the countess's ball" or "what is under Black Hill" but not "what will we do this week."
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>>98100395
Get a handle on the area you are going to be playing in, so appropriate encounter tables, at least a rough map of major landmarks in relation to one another, and a small stable of NPC's that should be relevant, and have an NPC template on hand to modify at will, just in case some wiseacre decides he wants to find some random service.
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>>98100395
>>98100395
Depends on what kind of game you're running with GURPS. My advice for a fantasy dungeon crawl would be way different than advice for a modern detective game.

General advice is prep a couple of NPCs, some enemies and have some notes about the location the PCs will be in. You don't want to over prep, since you'd want to be flexible in the moment to match what the players are doing
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File: 1754168854520439.png (2.14 MB, 2176x672)
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Prepping checklist in descending order of importance:
>Map/s
>NPCs with conflicting goals
>One prepackaged hostile encounter incl. stat sheets
>Random corpse loot tables (easily forgotten. ALWAYS needed.)
>A list of actions each major NPC has taken to advance their agenda since last session
>A rollable table of additional hostile encounters incl. stat sheets

Do not:
>animated battlemaps
>fancy battlemaps
>props
>other gimmicks
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>>98100395
In general
>npcs/factions that have stronger, clear goals that interact with other factions.
>Locations that can be used in several different ways.
>A strong starting situation that demands the players take some kind of action. Don't start them in the tavern, about the meet the mysterious old man and get the map to the dungeon, start them at the front door to the dungeon, already having gotten the map from the mysterious old man. Get to the actual start as fast as possible.

That's all broad stuff. For a mystery, have a good idea of what actually happened, as well a solid idea of what information the players need to move forward, and some different vectors for each piece of information. I also really like
>>98100644
>>What happens if the PCs don't get involved, and how long does it take for it to happen?

The important thing is to not prep a linear plot, or a choose your own adventure style web or map.
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>>98100395
Go read a Without Numbers game GM section



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