library
The more you prepare before your game, the more smoothly the game will go—to a certain point. To avoid being either under- or overprepared, use the one-hour guideline below and prioritize what to prepare depending on the time you have available.

The One-Hour Guideline

A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the session gets underway, most groups can accomplish at least three things during one hour of play, where each “thing” might be any of the following:

  • Explore a location such as a chamber in a castle or a cave
  • Converse with an intelligent creature
  • Reach consensus on a divisive issue
  • Solve a tricky riddle or puzzle
  • Survive a deadly trap
  • Fight a low-difficulty combat encounter

A more difficult combat encounter might count as two or three things, and a tense negotiation can use most or all of an hour of play on its own.

Like Zuggtmoy, the Demon Queen of Fungi, cultivates her fungal gardens, you can carefully cultivate a vibrantly growing campaign!

Preparation Time

The following guidelines can help you prepare for a session of play using a published adventure.

One-Hour Preparation

If you spend one hour each week preparing for your game, follow these steps:

Step 1. Focus on the story of the adventure. Read or reread the adventure’s introduction and background information. Create a bulleted list of key plot points to make sure a coherent story unfolds.

Step 2. Identify the encounters you want to run, then figure out how likely it is each encounter will get played, categorizing each one as “definite,” “possible,” or “unlikely.”

Step 3. Gather any maps you’ll need for the definite and possible encounters, then focus the remainder of your prep time on the definite encounters, as outlined below.

For combat encounters, review the monsters’ tactics and stat blocks. Note any special rules that apply to the setting of the encounter.

For social interaction encounters, make notes about the nonplayer characters (NPCs) in the encounter—their personalities, goals, and tactics.

For exploration encounters, record any clues or other information the characters should learn, and review any special rules that might come into play in the encounter.

Step 4. Consider how each definite encounter relates to the players’ motivations (see the “Know Your Players” section in chapter 2). Think about elements you can add to interest them. For example, a combat encounter could open with a tense negotiation designed to appeal to players who enjoy social interaction.

Step 5. Skim the encounters you flagged as possible.

Two-Hour Preparation

With another hour to prepare, add these steps:

Step 6. Carefully review each “possible” encounter.

Step 7. Devote any time you have left to creating improvisational aids (see the “Improvising Answers” section in chapter 2).

Three-Hour Preparation

If you have three hours to prepare, add these steps:

Step 8. Skim each “unlikely” encounter.

Step 9. Create a new encounter designed to appeal specifically to one player, or alter an existing encounter to relate to the goals and motivations of that player’s character. Over the course of several sessions, do this for all your players and their characters.

Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×