A Gaming Folder (Part 9) - Conclusion [and a few bits I forgot]

That's basically it for the folder, except for a couple of key things that I do include, but forgot to add at the beginning of the series.

One of the things I like to do is prepare for the unexpected to a limited extent. I've already mentioned that I do this with fragments of maps, and story hooks, but I also do this with random encounters, monsters and NPCs. If I'm playing a heavy game like D&D, Pathfinder, Rolemaster or Warhammer FRP, I'll find a random character generator, or visit one of the SRD websites for the game and download some potential folks and critters for the characters to possibly encounter in the area. For creatures I  might use one of the card sleeve sheets and file away nine typical creatures in the area. I'd roll a pair of d10s and use the lower of the two results to determine what might be encountered in the area when things in the story are getting slow or monotonous (this way I can assign common creatures/encounters to low numbers and rarer ones to higher numbers, if doubles are rolled, they get an NPC).

https://images.nightcafe.studio/jobs/I8TWGgU1i5z044mjpC1w/I8TWGgU1i5z044mjpC1w--1--m4y0x.jpg?tr=w-1600,c-at_max

If I fit the types of creatures to suit the type of environment where the story is unfolding, or link the types of creatures to the themes of the narrative, then this helps reinforce the type of story. Maybe a couple of
big cats, snakes, and sentient vines in a jungle environment... maybe ghouls and corrupting undead in a slow burn horror game. I don't just throw too many random choices into the mix, because this dilutes the story and makes it less atmospheric.

If I'm playing a more streamlined or narrative focused game, the types of encounter cards I would be using probably be integrated into the story hooks more, but I'd still make sure more detailed stats were available in case conflict arose. Including a few quick keywords or notes to explain how the encounter works, is the creature an ambush predator? do they let of noxious clouds of vapour as a defense? do they have a distinctive call when attacked (or when attacking)? have they got an important part to play in the ecosystem that will be disrupted if they are removed from play? If it's an NPC, they'll probably be included as a part of the relationship maps, but this is where I'll put more personal details about them such as their agendas, motivations and goals...the four character drivers are always good. What do they want? What do they want to avoid (or what stands in their way from getting it)? What strengths do they bring to bear? What weaknesses work against them? I always like ramifications and moral dilemmas in my games, and supporting characters who have their own direction in the narrative rather than being flat allies or antagonists.

I also love to give all my NPCs images. It instantly gives players and idea of who they're dealing with. So an index card in the card sleeve sheet will probably have a character image on one side, and their relevant stats/details on the other side.

The whole process of setting up a gaming folder probably takes a few hours of work, and the maintenance is probably another half hour per session, but I know that I've saved at least that amount of time during play, so it's worth it.

        

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