As illustrated by the random dungeon generators at the back of AD&D
DM's Guide and the need for an entire
Monster Manual to create a quick run, effortlessly random scenarios are not an easy thing to achieve. But the work is worth it.
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A little bit of structure |
And while random charting has been a thing for at least a decade now, it was going on before. Still a level of detail prevents too much variation from session to session. This is especially helpful when the sit-downs may months or even a year apart from one another.
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Making the sausage. |
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The product in hindsight. |
Then when sitting down with the group that knows your every move and habit as a GM/author, from many, many, many times before; things don't have to be stressful. You aren't even certain where you're going. But the details line up, a suggestion of a plot gels with a roll of a couple dice, and the players have some ideas as to where they would like things to go as well. Things usually work out just fine.
A habit that I have as this sort of GM is to make notes keeping track of improved milieu from everybody at the table. This is both a good and bad thing. The continuity keeps the player's happy. When I have a change of mood, I still have to incorporate that pesky detail from earlier. The benefits though, PCs engaging in my universe using my own thoughts from three sessions ago, just means I can take my foot off the gas of cobbling stuff together and just worrying about the pacing.
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