Illusory Script

Inform, improve, and inspire your game.

  • Home
  • Archive
  • Publications
  • Contact
  • About
  • Subscribe

Prepare What You Use

by Marius on March 16, 2024
Art generated by DALL-E AI using the prompt, »Saint Jerome Writing but he is a wizard, digital art« (DALL-E did not quite get what I was referring to...)

Minimalist D&D game prep

I have a particular attitude towards game prep as a D&D DM: Prepare (only) what you will use in the next session. I try to stick to this mantra as closely as possible when preparing for my games. Why? It lightens the work load for us as DMs, and it lets us react more flexibly to the players’ decisions and actions.

For example, there might be an elvish kingdom 200 miles south of where the party is, and this kingdom might even become relevant in a couple of levels. But until we know the characters are going there next session, we shouldn’t spend a lot of time designing political systems, and making up religious rites, and rumors. These are details we worry about if the players ever decide to go there. They might not, and that’s okay. Because we did not prepare many details, we can more readily let go of the elven kingdom and follow the players’ lead.

This philosophy is the premise of Mike Shea’s Eight Steps for preparing games as a Lazy Dungeon Master. The steps outlined in Return of the Lazy Dungeon Master are built for this attitude towards prep. Each step is designed to be useful at the table, during the next session.

D&D prep: tools for improvisation

But what if we don’t know where the party is going next session? I am running a hexcrawl-based sandbox game, and often have no idea where the party will go before any given session. What do I prep then?

We can prepare tools for improvisation. Prepare the things that will be useful regardless of where the characters choose to go. Here’s some steps from Return of the Lazy Dungeon Master which will always be useful, regardless of whether we know where the party is going or not.

  • Strong Start. We can prepare an exciting beginning to the session. Perhaps the party is ambushed, or they meet a new NPC, or a town festival happens, or a supernatural event occurs. Regardless of where the session goes from there, at least we know how it starts.
  • Secrets & Clues. We can write down a list of ten secrets and clues which the party can discover during the next session. Writing these as short paragraphs of 1-3 sentences allows us to quickly drop them in front of the characters when they explore the world. Don’t tie these to specific locations or NPCs. Instead think about which secrets the characters can discover regardless of where they choose to go. Then we improvise during the session where and how these secrets and clues are discovered.
  • Treasure. A list of magic items which we can hand out as reward regardless of where the characters go. We can generate random loot, or customize magic items to the characters. We know the characters will be in the next session, even if we have no idea where they are going.
  • NPCs & Monsters. We can prepare friendly or hostile NPCs and/or monsters which are not tied to a specific location. These might be from a local faction, or even agents of a campaign villain—that way they can feasibly appear in any location the characters choose to go to.

Long-term prep: Campaign Villains

There’s one area of D&D campaigns where thinking further into the future pays off: campaign villains. At the beginning of a campaign, we pick three villains or villainous factions. For them, we think broadly about their goals and the steps they need to achieve to get there.

We can also always think about how a villain might come up in the next session: through NPCs, monsters, and secrets and clues. But here it pays off to have a wider understanding of the villains’ actions, even if they don’t manifest during the next session. Think broadly about villainous agendas and about how they might influence the next session.

A prep strategy to put DMs at ease

Preparing what we need for the next session has two major advantages. It lightens the load on DMs and their game prep. And it allows us to become flexible in improvising during a session to follow the characters’ decisions.

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

... and receive the Illusory Script Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

Related Articles

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

...and receive the IllusoryScript Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

Latest Articles

  • Roleplaying in D&D CombatMay 24, 2025
    Balancing Roleplaying in Combat Combat can be one of the most memorable parts of a session—but not just because of the dice rolls or tactical maneuvers. Some of our favorite combat scenes come alive because of the roleplaying woven into them. But how do we strike that balance? How do we include character moments without …

    Read On »

  • Creating NPCs Based On PCsMay 17, 2025
    One of the core principles we can return to again and again as DMs is this: Build the world around the player characters. In today’s article, let’s apply that principle to one of the most important elements of our games: Creating NPCs (non-player characters) based on the PCs (player characters). Why Build Around the PCs? …

    Read On »

  • The After-Credit Scene in D&DMay 10, 2025
    The Only Worthwhile Cutscene Cutscenes are for video games. In D&D, they almost always get in the way. With one exception: the after-credit scene. When we narrate a scene in which the characters are not present, we’re putting story over play. We’re turning our players into an audience instead of participants. If players can’t act in …

    Read On »

  • D&D 2024 Player’s Handbook ChangesApril 26, 2025
    The D&D 2024 revision of the Dungeons & Dragons Player’s Handbook brings a host of small mechanical changes to the game. If you’re a Dungeon Master already familiar with the 2014 ruleset, here’s a focused guide to what has changed—and how it might impact the way we run our tables. Rather than being a full …

    Read On »

  • Make a City Come to Life in Any RPGApril 19, 2025
    Preparing Urban Chaos for the Table A city can breathe fresh life into any fantasy RPG. They’re where intrigues are born, gold changes hands, and alliances get sealed or shattered over a drink. But when we GMs need to prepare one, especially for just a session or two, cities can feel like an overwhelming tangle …

    Read On »

  • Tracking Damage to Monster GroupsApril 5, 2025
    Hit Points Are a Lie (and That’s Okay) In a previous article about the Encounter Damage Tally, we explored a clever way for tracking monster damage: rather than counting down hit points for each individual monster, we tally up the total damage dealt in the encounter. When the tally reaches a monster’s average HP, we …

    Read On »

...browse all articles...

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

...and receive the IllusoryScript Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

  • Privacy Policy
  • Impressum
  • Cookie Policy
  • Marius’s House Rules
© 2025 Illusory Script.
✕
  • Home
  • Archive
  • Publications
  • Contact
  • About
  • Subscribe