A Guide to Session Notes
2. In-Session Notes
These are the notes most GMs are familiar with, at least to the extent of taking notes during combat. Things like initiative sequence, health, spells, and so on are the staple of most In-Session Notes, but they are not the whole story.
In-Session Notes let you know what the group did during the session. If you publish a group newsletter (like I do) these notes are a great source for material. If you don’t send out a newsletter, they’re great for doing a quick recap at the beginning of the next session.
When starting your notes for the session be sure to include the game date and real world date at the top, because you’re creating a historical record. I also include a header like I do in Pre-Session Notes: *** In-Session ***.
Other items you may want to include:
* Combat Results. Creatures encountered, kills, health remaining, spells/ammo used.
- Tirus killed 10 orcs this session without a scratch. (An item like this is great for the player that always wants to know “how many did I take down last session?”)
- Gem’s quiver is empty. (Now you know that when she reaches for that arrow next session there aren’t any.)
* Items acquired. Are they magical or not? Belong to someone else?
- Found, +2 Longsword, no markings or inscriptions. (Now it’s easy to tell the players what was found when they stop to identify what it is.)
- Found, amulet with inscription. When the script is analyzed it will be determined it belongs to the cursed mage Amaron.
* NPCs. These may be repeats from prior sessions or new ones you’ve inserted for this session. Be sure to include a summary of any conversations.
* Player comments. Keep your ears open at the table as your players will give you all kinds of information and ideas. Names, places, and concerns all can be used to come up with campaign additions.
* GM notes. Be sure to add in your own notes during the session as well. Where did that were-wolf that ran off go? Will the party encounter it around the next corner or is it sneaking around behind them?
In addition to providing you with a historical record of what went on during the session, you’ve also created a very fruitful ground from which to pull material.
* Can a rumor be created surrounding an item found?
* Does a long-standing enemy change tactics now?
* Did the players drop a hint about what they’d like to do?
* Could the party use a particular item or piece of information?
When you start to plan your next session, read through the last couple of In-Session notes; you’re bound to find some interesting material to include. As you determine what you may want to include, add it to your Pre-Session Notes for the session you’re planning.
3. Post-Session Notes
The session is over. You’ve packed up all the gaming materials and are off to bed satisfied that you GMed another great session.
Hold on, you’re not done yet. You should spend a few minutes jotting down some Post-Session Notes. While the session is still fresh in your mind, write down your observations. Don’t wait as the details get fuzzy with time and often your first reaction to something is the best one.
* What worked? Did you use some new technique to speed up the last encounter? I introduced the use of a three-minute timer to my group after the excellent tip by Dr. Nik in Roleplayingtips issue #259. Its use was noted during the session and I refer to the tip and my notes to see if I can apply it to other situations.
* What didn’t work? If something wasn’t optimal, what could be done to “fix” it? For example:
- Lower the encounter level of future combats.
- Don’t roll a check just pass a note to the logical player.
- Simplify the next puzzle as too much game time was lost on the last one.
- Rule out the use of a particular puzzle type, monster, or encounter. For my group it’s mazes. I’ll be lynched if I include another.
* What was the players’ reaction? I make it a habit to ask my players what they liked or disliked about the session after we’re done at the game table but before they’ve left. Be sure to note what you saw during the session as well as any comments afterwards. Things such as “too much combat,” “not enough interaction with NPCs,” or “just didn’t feel like we accomplished anything,” may be indicators of issues on the horizon. Take some time to review these to see where you might be able to make things more enjoyable.
A final comment on Post-Session Notes. Do not be too hard on yourself. The number one rule at the gaming table is for everyone to have fun, so if your group is and you are happy with the way things are progressing, then it isn’t broke, so don’t fix it. If, when reviewing your Post-Session Notes, you begin to see a trend that you feel may be an issue, talk to your players and don’t just assume it’s an issue; they’ll thank you for it.
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As you can see, those little scratches you make on a sheet of paper or type into that laptop can be a lot more than just a list of combat stats and kill ratios. Taking a few minutes before, during, and after a session can give you a wealth of information to work with in future sessions, help to keep your main plots on track, and even give you some insight into your group’s dynamics.











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