Game tomorrow. Televised.
We are, as it were, between dungeons.
Here's what I think: in general, try to end a session right after the PCs have told you where they're going next, rather than right before.
Didn't have time to do that last game.
Most of the players just finished saving some nuns.
One player is off trying to solve the skeleton plague.
One player will show up and be totally new.
And it's a sandbox, of course, so they can (and should) go wherever they feel like going.
So: I have to prepare for anywhere they could possibly go. I like prepping, since I think up the most elaborate stuff when I prepare and I am hopelessly enamored of elaborate stuff.
I figure there's about 6 likely locations the PCs could decide to hit. About half are full of NPCs I know well enough and I basically know what sort of things should be going o there, given current campaign events.
The other half are all sketchily described and I have a basic "vibe" figured for each as well as enough to keep everyone busy for an hour or two.
But then there's always that feeling that there could just be a little more. Every time I think of a trick or a trap or a schtick, or try to, I think "Oh but chances are I won't even get to use this bit, why bother. I have real life things to do."
I feel like Oscar Schindler--"Oh but I could've just..."
Here's my plan: go minigolfing with KK, Viv and Mandy, and think on it. If I think of anything good, I'll throw it in there. If not, wing that second half.
Hey look at that--new Fight On! (Including a lot of monster write-ups by me, and, apparently, some picture(s) by me, which I had no idea about).
And over here there's special deals on back issues and there's two new hardbound collections of issues 1-4 and 5-8.
In other housecleaning: the deadline for the Secret Arneson Gift Exchange is about a week away. If you want a Secret Arneson to write something for your campaign, let me know BEFORE JULY 1.
Mysterious Patron Hooks
1 hour ago