One Method to Prep for Improvisation
I’ve been fine-tuning and honing a process for prep geared towards improvisation. I’ve been practicing it over the past couple of years. It was inspired by Mythic Bastionland but now it supports games like Spire, OSE, and Cloud Empress. This prep system is hacked together from the existing work of rad folks like Luke Gearing and Chris McDowell, so I’m simply standing on their shoulders.
The system’s meant to support sandbox play since that’s my current favorite, but it can also easily support other narratively focused play styles as well with a few changes to the ref’s perspective. This is simply an attempt to paint a very clear picture of the routine I go through for each game. This will cover prep leading up to Session 0 or whatever your equivalent might be. Then, it will detail the upkeep as you progress through an arc or campaign.
If it’s helpful context, I’m a musician, and I only advanced in my musical skillset through regular, consistent practice based on easily repeatable small processes. I believe the same is true for something like prep. Take everything below with that grain of bias-salt.
Encounter Collections
- Prep 1 collection of 6 specific encounter entries. Build this collection around a central character, faction, community, population, location, item, idea, problem, or theme in your game.
- If you need a method to generate content for each of the 6 encounter entries in the collection, try using 4 sparks combined to produce 6 results. A B C D combines into AB AC AD BC BD CD.
- Limit yourself to 50 words or less per encounter entry.
- Prep the encounter collection in three phases. First, do a rough pass at each entry without spending much time on flavor and flare. Iron out the core components and connections, then move on to the next entry. Then, go back and give each entry a fine pass to tune everything to your liking. Finally, go back and give each entry a flavorful pass to add extra flair and polish to each one.
- Each entry can be loosely connected to each other entry to promote sandbox play. This might support rolling randomly to select which entry from this collection the players meet next. Alternatively, each entry can progress logically from one to the next, escalating the stakes and momentum towards conclusion potential. I’ve found both formats very useful. Just be aware that you might have to rewrite the latter type of encounter more often when running a campaign and prepping between sessions.
- Don’t use if/then statements when writing each entry. Just make factual statements about the current in-game situation. Describe what things are doing right now, not what might happen.
- Introduce people, places, and things with each entry, but try to avoid repeating the same exact person, place, or thing in each collection. Having the same bit appear multiple places within the 6 entries can sometimes create tricky dependencies to navigate. That said, if you enjoy surreal or surprise-oriented play-styles, lean into the absurdity that might arise from contradictory entries. Alternatively, for a more focused presentation, try hinting at signs of a central person, place, or thing in multiple entries throughout the encounter collection before finally revealing the central element in an entry.
- To avoid entries that feel scripted and to make each one reusable, create rollable options within an entry so that the entry surprises you each time you use it. (1) This is happening. (2-3) This time around, it’s this. (4-6) Surprise, now it’s this.
- As often as possible, connect something from one encounter entry to another encounter entry. This can be from the same encounter collection or from an entirely different encounter collection. I usually default to at least two connections to other encounter entries, but you can scale up or down depending on your needs.
Repeat this process to suit the scale of your game. I’d recommend 6 collections as a starting point for an average 10-12 session arc, but you can expand this to cover a longer campaign or shrink it to cover a one-off or short arc.
Treat these collections of encounters as your lore. Instead of creating pages of linear backstory and history, put everything you can into these dynamic encounter collections first. Go back after you make all the encounter collections and their connections to one another to create pages of prosaic lore if you absolutely must.
Even then, stick to 100 words or less.
Better yet, try this instead.
Give Everything Mien Tables Instead of Lore
I ripped this directly from Troika’s mien tables. These entries are similar to the encounter collections from before in that you’ll write 6 entries per person, place, or thing. Try doing this only for very important bits first. You can aways add more mien tables later.
- Use each entry to describe what this person, place, or thing might be doing in the game world right now. Each entry should be an activity instead of a situation.
- Write them like you wrote the encounter collections. Do a rough pass, then a fine pass, then a flavor pass.
- Use the ABCD spark combination method if you need an assist. Lean into the contradictions and find the opportunities for synthesis.
- Connect each potential activity to a related encounter collection or a related mien table from another entry.
- Do not use if/then to proscribe their behavior. Describe in-game potential as an ongoing action instead.
- Add mechanical options like x-in-6 or other rolls specific to your game system to shake things up.
If needed, write 100 words or less as a TLDR for each person, place, or thing. Do this after you’ve created its mien table and anchored its connections. Better yet, do this instead.
Give Everything a Rumor
Pick an encounter collection entry or a mien result. Write a rumor or two about it. Do this for as much as you have time for, and you’ll have a living breathing world full of hot takes and intrigue. The more rumors, the more rich your world becomes, at the cost of increasing the mental load for your players.
Modifying Prep Between Sessions
After completing this initial prep, run your first session. Then, do the following in between each session.
- If player impact on the game world makes an existing entry impossible, irrelevant, or incoherent, rewrite it using the same methods you did initially. Change only the components you need to and leave as much as-is as possible.
- If something doesn’t fit anymore for any other reason, just change it.
- If player impact on the game world has introduced new people, places, or things, prep encounter collections and mien entries for the new elements between sessions. If you’re stretched for time, ask your players what they might do in the next session and focus on prepping that with your limited time.
- When your players show repeated interest in anything about your game world, add the person, place, or thing to a running list of sparks. When your players have a good idea, add something about it to the list of sparks. When your players have a bad idea, add something about it to the list of sparks. Use this expanding list to generate more collections and mien entries later. By doing this, you’ll mix your vision of the game world with the elements that excite your players. This will help you run a better game.
The Point
The goal of this method is to move the focus of prep to zoom in on what’s happening in-game right now. Put past events and histories into powder keg encounter entries that already have forward momentum. Put lore into the dynamic potential actions of mien tables. This minimizes the quantity of your prep and maximizes the explosive effect of your lore.
Use your session notes and recaps as your only dedicated place for prosaic lore. If the players did it, it’s canon. Honor the impact of their decisions as though it’s written into the very fabric of the game mechanics.
Example Encounter Collection
Components
Dragon (A) + Anger (B) + Ash (C) + Curse (D)
AB = Dragon Anger
AC = Dragon Ash
AD = Dragon Curse
BC = Anger + Ash
BD = Anger + Curse
CD = Ash + Curse
Reordered below to escalate towards a conclusion.
Entries
- Anger Ash. A nearby village lies covered in ash that rained down from the heavens overnight. Praetor Ajax screams from the square that the village’s deeds have brought this on, while many farmers retort hotly that it is Praetor Ajax’s dark magicks that have brought this on.
- Ash Curse. A parent wails from their stoop, cursing the way of the pyromantic sorcerers. Their child lies in their arms, crumbling swiftly. The child (1) whispers the name of the Great Dragon (2-3) chokes loudly before crumbling completely (4-6) glows from within as embers make their home deep within.
- Anger Curse. The great Wurm Seer descends from their nearby hut, issuing a winding, swirling death-curse that swiftly hunts those who would breach the old agreement with the Great Dragon. 1-in-6 chance of 1d4 (1-3) ash-cursed or (4-6) pyromantic sorcerers nearby.
- Dragon Ash. A great pile of ash, undisturbed for centuries. The evidence of the last covenant between the Great Dragon and those of the old ways. 1d8 pyromantic sorcerers dance feverishly here, throwing white coals into the pile hoping to reawaken the Fanged Curse to spite the Great Dragon.
- Dragon Curse. A gargantuan twisting serpent, the avatar of the Fanged Curse, writhes nearby, careening through anything in its path. It chokes the air around it with black ash. Its silver fangs drip with mercury ichor, pure poison to the molten heart of the Great Dragon.
- Dragon Anger. The Great Dragon descends, furious at the breach of the covenant by the pyromantic sorcerers. Stars shudder overhead. The earth cracks. Father earth belches forth its molten hatred. Fire and bone and earth shall meld once more beneath the breath of the Great Dragon. This time, to reforge a new, stricter covenant on humanity.
Example Mien Table. Praetor Ajax.
- Proselytizing to anyone who will listen, invoking the authority of the dark rune he carries with him as an all-knowing guide.
- Whispering to a small meteorite, oblivious to his surroundings. Small delicate tendrils reach up from the small holes in the space rock.
- Conjuring a pyromantic sorcery in defiance of the covenant with the Great Dragon. He reaches into the flame to pull out (1) a newly formed dragonling (2-3) a ruby hot with embers (4-6) nothing, as this is simply a test of mind over matter.
- Delivering food to a villager’s hut. His daughter wastes away within, suffering from a blight conjured from the ash that chokes the surroundings.
- Praying to a small figurine of a scaled snake with silver fangs. Begs for mercy and to spare all from the rage of the Great Father.
- Hums a long forgotten tune, a ballad telling the tale of the glory of the Wurm Seer. Ajax seems to chuckle in disbelief as the lines pour across his lips.
Sparks
- Great Dragon skytop nest
- Player A’s reputation as a liar
- Spear that once pierced the Great Dragon
- Exiled water elemental
- Player A and B lived here once
- Etc…