GM Tips: Prepping for a Campaign Part 5 – Post Game Prep

Okay so you’ve done your prep, got the campaign running and have run your first session, surely that’s it for prep until you start getting ready for the next session right?

Wrong. You certainly could run games like this, however, there’s a few little bits of prep you can do after your session has finished that will make your life easier and improve your campaign in the long run.

Post game prep


Write up your previous session

If you made notes during the session or recorded it (for online games) then as soon as you can after the session has finished write a list of bullet points summarising the main events of the session, it’s even more important you do it quickly if you don’t have any notes since your memory of the game session will be fresh in your mind.

Focus on the main points

You want something that you can put into your campaign notes and easily reference in the future, there’s no need to write the whole session out in prose, simple bullet points summing up the main occurences in-game will do and will probably be more use in the future.

Update NPC notes

For any NPCs that were featured during the last game session update their notes to include details of their participation.

For example:

Captain Harnburg – Session 1

  • Attempted to attack PCs with his space-pirate raiders.
  • PCs killed raiders and marooned Harnburg on an asteroid in wrecked ship.
  • Harnburg swore revenge.

Updating your NPC notes regularly means that you only have to do them a little bit at a time, you will have up-to-date information if you want to use the NPCs in a future session allowing you to play them consistently and it can also be useful in the future when you’re looking for an idea to flick through these notes and see whether any previous friends or foes could potentially make a re-appearance.

3 thoughts on “GM Tips: Prepping for a Campaign Part 5 – Post Game Prep”

  1. Good advice. Sometimes, before everyone leaves the table, I also ask the players what they felt were the highlights.

  2. The magic of RPGs is they can be tailored to tastes, they are not rigidly pre-programmed like a computer game. I made an adventure with a series of events, and in the following sessions I will write up new events, but also I try to quickly de-brief the first session to ask what they liked best. If players signal that they like the combat rules, role-playing segments, the developing story (storytelling), the setting (your powers of description, evoking a setting) or any interpersonal relations with NPCs or political intrigue, I try to work in more of that for that player, while not slavishly bending the whole campaign to one particular pole.

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