Grace of Choir of Fire described a few different ways of running games on a very literal level of personal habit, which inspired Louis of Garamondia to describe his own approach, and they have both inspired me. Speaking quickly to my current play:
Endless Eons
I run a weekly in-person game for my husband, brother, and a couple friends. My prep is front-loaded-- I wrote encounter generators and regioncrawling generators and a couple dungeons before the game started, and I've largely been coasting off of those. I made a reference document for an important alien conlang, but I've only referenced it a couple times. We all rolled starting characters together (I designed a character sheet!), and players came up with their concepts. Against my normal advice, their backstories and life histories pretty explicitly will not matter to the game. I put some intention in ensuring that we wouldn't ever have to wonder why these characters travel together despite disparate situations, but when new PCs join the party everyone jokes about "having a good feeling" about this stranger and immediately offer them a spot on the board of their company.
After only a couple sessions as wandering adventurers, the party entered a city and immediately started constructing a pyramid of graft and politics that became the main focus of the campaign. Between sessions, I came up with a stack of random, specific events for that city and scheduled them to happen every 1d2 in-game weeks. Since then, the party has deviated from the political game to raid a couple dungeons or explore new regions, but an average session involves talking to NPCs and handling two or three political flashpoints. A couple players are more comfortable driving the action and setting scenes, while the other two are less active but still engaged.
Typically, the game is at a friend's house. Sometimes when he can't host I do, and if more than one player can't make it we cancel, but I feel bad about it. We usually talk for an hour or more about movies and politics before the game starts, which I often feel bad about. From there we play for maybe three hours, or stop earlier if we reach a very good stopping point. Then we usually gab for a bit longer.
When I started running this game, I was worried about the hassle of bringing my laptop over to a friend's house every week. I therefore planned my prep so that it all stayed in a notebook or my phone. When I'm setting up, I place two sets of dice out for the players, a set of dice and a bunch of rolldown d20s (to track HP of monsters) close at hand for myself. I open my notebook, which is mostly lists of NPCs (names in pen, details in pencil), with some logistical concerns and lists in the margins. I swap my phone's internet app to the Endless Eons tabs (name generator, generators on my blog, a couple Paper and Pencil blogposts, a website that lists the etymology of real-world places). If the party is abroad, I pull out the player-facing map for them (by tradition for this campaign, drawn on paper towels).
I have regioncrawl maps for my own use, as when they're dungeoneering I have a full map for myself on grid paper. One player takes extensive notes and maps. Another player takes notes on his character's clothes and personal projects. A third player tracks ongoing expenses and the party treasury. The fourth player does not take notes.
We do not use minis, music, or battlemaps. Players speak in-character, and I largely do as well.
Great Chronicle of the Raven
This is a duet game with my husband, our first attempt at Vampire the masquerade 5E. It has a bespoke structure, with a 12th generation vampire in modern nights who reads the accounts of his vampiric forebears, with the player gaming through the flashpoints of their long existence. Thus, it's a game with one DM, one player, and nine PCs, spanning from prehistory to now. Again I tried to front-load prep, listing over a hundred and fifty vampires in the modern DC area, plus versions of the vampiric population from two earlier points in history. I made a chart of how the vampire clans changed over time, a reference sheet for their magic disciplines, and a timeline with a column for each PC. I made a reference document for the unfamiliar modern rules and a PC generator to become familiar with them. I walked the player through the intricacies of character creation, then generated the other eight PCs myself. It's understood that the 12th generator vampire probably won't die, but the others are fair game once they sire the next vampire in the chain-- this set-up is weird.
By design, the contents of a given session will vary a lot. I try to ask the player earlier that day which PC he wants to focus on-- usually we play a full session as one character or split it between the 12th gen and an ancestor. Then we need to determine when exactly in that character's unlife we are focusing on-- so far he prefers to go in chronological order for a given PC's story. Either he will have a plan for what he wants to do or we'll skip to the next event on my big timeline.
Some events are covered in abstract, where he describes his plans and we roll dice to see how well it goes. This is especially important for pacing-- we don't need to roleplay everything the vampire De Corbin does in 11th century France, the game is not about 11th century France. Sometimes it requires actual scenes, or whole scenarios and adventures, like when he wanted to visit the very important vampiric community of Constantinople. Those characters, and his impression of them, will probably color a lot of later play, so I make a cast of kindred. In this example, I happened to make a generator that fits the era and region, so I used that as a base and mostly improvised changes. I look over the list of vampires in Constantinople until I spot a couple that would generate a lot of business and call that part good. Then I do quick googling about the likely route the character takes and copy down the results of one or more "travel gates" (generated by a button in the PC generator blogpost) which provide sparks for potential events that happen on the way. The travel spark tables actually require more thought than the destination, so in the couple hours between when I ask the player what he wants to do and when we actually play, I spend the most time staring at those and trying to figure out if X or Y city was actually a notable enough location in 1045 for the PC to stop off there, and whether it's controlled by the Byzantines or the Abbasids.
Reading the accounts of the ancestors allows for stories where 12 years can pass and it ain't no thing, but play for the 12th gen vampire follows a more conventional approach. There might be skips of a week or two, but we might play through a sequence going from night to night to night, with enough interruptions, human investigation, and hostile vampire activity to prevent the PC from resting too much on his laurels. This isn't very OSRcore-- the DM is essentially improvising plot in a character-focused journey-- but it works for us and for the odd premise of the campaign.
Playing this weekly game is very important to my husband. We never cancel and almost never reschedule. I sit on the couch, bring up my many tabs on my laptop, and play a little song to signify the start of the game. He is often cooking something or sitting across the room, and only bring up his sheet when he needs to roll something. There's a lot of sessions that are just characters talking to each other, so even in a tradful game like VtM we might not roll very much. When we do roll, because 5E uses proprietary dice, we use an online dice roller. Though there's a lot of conversation, I'm more comfortable than average summarizing and paraphrasing my NPCs otherwise to keep things rolling.
Habits
Most games I run are more like the former game, but I'm always doing some kind of weekly ongoing duet game with the husband. When I run for a group, I really enjoy the more OSR approach, whether that's GLoG or a BX hack or something else, and I try to keep things running briskly, with a realistic idea about how much time I might have to prep intricacies between sessions. When I daydream about games I want to run, I'm dreaming about door D&D, with adventure locations full of quicksand and dart traps and green knights. Duet games are really good for the slightly more bespoke premise, and allow for premises with a solitary protagonist, which is super common in other story forms but practically untapped in (good) RPGs. How do you solve the classic sci-fi RPG issues around giving every player something important to do in ship combat? Have only one player. What if only one player wants to read and annotate a novel for your Dracula Dossier game? Only play with that player (and also marry and smooch him).
As I mentioned, I really like to front-load my work when running campaigns. It's easiest to power through prep when I'm excited about the game, and often my prep helps me to become conversant in the rules and procedures. The last campaign I completed, using Hilander's Lost Fable system, was my first game with that system, so understanding it quickly was important.
Like Grace and Louis, I hope you'll consider blogging about your own way of running things. It would be really neat to compare!





%20-%20An%20Egyptian%20procession.png)