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Game Master Secrets and Notes

Session Planning



References


Scenarios

View of Scenarios
1
Name
Notes
Header Image
Clocks
Created
Dangers
Nodes
Related to Copy of Characters (Cases)
Related to Copy of Characters (Cases) 1
Related to Copy of Characters (GM) (Cases)
Related to Copy of Locations (Scenario)
1
🔍 Case: Amnesia Town
9/5/2021
2
Shadows of Innsmouth
10/22/2021
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Based on this . Can be used in place of or in conjunction with .
Five types of nodes:
Locations
Characters
Organizations
Events
Activities
Think of nodes as things that the PCs can go and interact with.

Proactive Nodes

There are also proactive nodes which typically do the opposite: They come to the PCs and interact with them.
Proactive nodes are usually characters. I often think of them as the “response teams” of a scenario. This is frequently literal, with my proactive nodes being the people who are sent to deal with the PCs once the bad guys realise they’re snooping around. But it’s also a useful metaphor: Proactive nodes are the easiest tools I can use as the GM to take action at the table instead of simply reacting.
Events can be proactive if they’re of a sufficiently large scale or if they’re specifically targeted at the PCs: A city-wide festival or a ritual that causes all the trees in the forest to start weeping blood count as the former. A series of enigmatic phone calls that ring up a PC’s cellphone would be an example of the latter.
Almost anything can be a proactive node if it can be framed as information being pushed on the PCs.

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