#now does anyone wanna share their note structure for tabletop GMing LMAO
So I have the same problem. I NEED structure. I’ve tried a bunch of different templates, websites, etc. But none of them were exactly what i wanted OR it was the regular “be flexible” advice that didn’t give enough direction. After a lot of trial and error I’ve finally settled on a system that works for me.
Important caveat here: I’m using Milanote. But i have no doubt you can do a lot of this stuff with an IRL binder of papers and/or folders with a table of contents, or through other digital apps like Notability or Obsidian. Milanote just works best for me in the sense that it’s a very visual program, worth paying the subscription price. But it will be different for everyone!
This is my landing page/table of contents. Each box can be clicked on and will go to a new page with the relevant info. Separating it into LORE / CHARACTERS / LOCATIONS / OTHER keeps me organized and able to essentially build a database for the game. I also have a section for to-do lists so I’ll (hopefully) not be found lacking any critical components for an upcoming session, as well as links in the upper left corner for websites I use frequently. When it comes to session prep, the STORY container is the most important element.
Before ORGANIZING a session, I dump ALL of my ideas into a single text document. Just all of it. One big mess to sort through when it’s time to go into my QUESTS page…
Currently this page is empty because the campaign hasn’t started just yet! But it’s more or less intended to become a timeline, moving left to right. Below the “main quest” section I’ve included additional sections for my Player Characters, for quests that will heavily focus around them.
Let’s take a peek inside the only quest on the board right now.
This is for session one, so it’s going to begin with the establishing GM speech followed by each of the PC’s introduction as the quest moves along. Under each titled section (in pink), I’ll have columns of information blocks. They can include:
Scene descriptions that I narrate to the players
Key information I want to impart upon them
Skill checks and the required DCs - plus the outcomes available based on how the PCs roll (In Daggerheart, you can succeed with “fear” or fail with “hope”, for instance)
Items/Loot, Adversaries, Timed Events, Clues to stumble upon
In-session notes for things the PCs do/say that I want to remember
As the session goes on, we move across the timeline to the other sections. Obviously things change based on what the players throw at me, but having a rough “path” is useful even if we don’t end up following it! I can just look at the important information ahead of us and figure out how this new direction will factor into it. This is with the caveat that my group is very RP heavy and I’m lucky to have players that are engaged enough that they’re very likely to follow my breadcrumbs regardless, even if the method in which they do so is a surprise for me.
After the session is over, I write a recap of the quest and how it played out. Then we move on to the next part of the adventure - the next quest usually influenced by what my players have told me their priorities are.
I hope this is helpful to someone! Basically timelines/flow charting is the only way for me to be able to keep my story straight.