MaxSupernova
Well-known member
Okay, I'm getting the actual mechanics of the program down, and now I'm looking at how to implement the program in the practical sense.
To prepare for a session, I usually generate descriptions and text for a number of possible encounters, and make some general notes about what's going to be happening. These are usually 2 or 3 pages of text per session. I end up using about half of it, depending on what my players decide to do.
Here are the options I've contemplated, but I haven't decided on one yet:
1) My first thought was just to make each encounter or note a plot point on the storyboard.
The issue I find is that there isn't really a good way to use larger amounts of text on the storyboard. The only way to see the text is in the mouse-over popup, which isn't that great for 3 or 4 paragraphs of text. I could go in and edit each one to see the text, but that means using the tiny little 5-lines edit box.
2) Another thought I had would be to create an "Event" for each encounter and tie the plot point to the event. This would soon result on a very large number of events in my almanac. I'd rather not put these in the almanac because they aren't "canon" (they haven't happened), they are just my prep notes for the encounter (that may not even occur).
3) I could also use "User Notes" to generate encounters. These notes have unlimited snippets of all formats and are all cross-referenced with "content links" in the right hand pane, so they'll be useful. I really like this because it keeps my notes separate from the actual almanac of the realm, but the **HUGE** downside is that you can't link a plot point in the storyboard to a user note.
I'm thinking I'll probably just go with #2, and find some naming/tagging scheme to keep the planned/actual differences straight, and to keep encounters from a particular session together.
How does everyone else write up session prep material? Any other suggestions?
To prepare for a session, I usually generate descriptions and text for a number of possible encounters, and make some general notes about what's going to be happening. These are usually 2 or 3 pages of text per session. I end up using about half of it, depending on what my players decide to do.
Here are the options I've contemplated, but I haven't decided on one yet:
1) My first thought was just to make each encounter or note a plot point on the storyboard.
The issue I find is that there isn't really a good way to use larger amounts of text on the storyboard. The only way to see the text is in the mouse-over popup, which isn't that great for 3 or 4 paragraphs of text. I could go in and edit each one to see the text, but that means using the tiny little 5-lines edit box.
2) Another thought I had would be to create an "Event" for each encounter and tie the plot point to the event. This would soon result on a very large number of events in my almanac. I'd rather not put these in the almanac because they aren't "canon" (they haven't happened), they are just my prep notes for the encounter (that may not even occur).
3) I could also use "User Notes" to generate encounters. These notes have unlimited snippets of all formats and are all cross-referenced with "content links" in the right hand pane, so they'll be useful. I really like this because it keeps my notes separate from the actual almanac of the realm, but the **HUGE** downside is that you can't link a plot point in the storyboard to a user note.
I'm thinking I'll probably just go with #2, and find some naming/tagging scheme to keep the planned/actual differences straight, and to keep encounters from a particular session together.
How does everyone else write up session prep material? Any other suggestions?