What should I prep first? (Just ask).

I learned this from Ben Robbins.

 

No, no. Not directly. I just read his blog. I’m not that cool.

 

It was his write up of the first West Marches campaign. I read it years ago and its stuck with me ever since.

 

Last week, I started a new DnD campaign. It’s the first one I’ve ever done that is all point crawl. Yes, I’m surprised too.

 

What I didn’t expect was how much the structure of the game lived in the background where it couldn’t be seen. “There’s a door to the west and a door to the north. The King’s road stretches west to east”.

 

Anyway, I digress. What did I learn from Ben Robbins? Running an open world game can be daunting. It feels like you have to have the whole world fleshed out before you start, but you don’t. You just need the player’s help.

 

First off, you need their buy in during the first session. Mine started with a really strong hook based on the characters they made. It pretty much relegated them to a single mansion that I had all mapped out.

 

At the end of the session came the tip form Ben Robbins – I simply asked them what their plans were for next session.

 

It was a rocky question – I don’t think anyone was used to thinking about that at the end of a four hour game. We talked about just answering the question in the Discord with a deadline. They eventually came up with a plan, however.

 

That plan told me where I need to focus my prep.

 

Now I’m going to branch out as well, but at least I know what NEEDS to be done. Thankfully, they plan to return to the mansion (they accidentally stole the wrong item. Oops).

 

The take away here is this: when you are running an open world game and need to know what to prep next, just ask the players.

 

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Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.