A Guide to Taking Good Session Notes
Running an effective and enjoyable campaign requires a lot of organization. Many GMs have volumes of information about the campaign they’re running–maps, NPCs, histories, cultures, the list goes on. Unfortunately, all that information can be unwieldy when running a session. Even worse, you can’t remember what information you’ve already given the players, the plot line hooks you’re going to use, or even where you left off (if you’ve been on hiatus). That’s where your session notes come into play.
Most GMs will take the time to jot down the information during a combat encounter (wounds, opponents killed, and so on) but your session notes can be much more. They can help plan future sessions, provide memory aids for important facts, and keep your sessions on track.
Before going too far, it’s important to have a method of organization for your session notes; after all, they’re no good to you if you can’t reference them in the future.
I’m currently using MyInfo put out by Milenix Software to keep my notes in. I have a document section entitled ‘Session Notes’ and I create files, a sub-document for each session. The title of each document is the session number and real world date, which makes them easy to find. You could also just as easily create a series of text files, one for each session, and keep them in a separate directory on your computer or just a notebook with a page or two dedicated to each session.
So now that we’re in agreement that session notes are a very good thing and have our method for organizing them, what exactly are they?
I use a simple system of three:
- Pre-Session Notes
- In-Session Notes
- Post-Session Notes
Each has a specific purpose, so we’ll look at each in turn.
Pre-Session Notes
Each time you sit down to start the process of getting ready for your group’s next session, what do you do? I hope it’s more than a few sticky notes in the Monster Manual (yes, I will actually admit to having done this). Think about what you want to occur in the session and write it down. I typically put a heading in my file Pre-Session and then go on to list the highlights of what I’m planning.
Things you may want to include:
- World events. A volcano erupts in the area, war breaks out, a royal marriage. These are things that happen without the group’s interaction.
- On the 6th day of Quiln the King and Queen announce the birth of their son Reginald, the heir apparent.
- Plot advancement. Got a long running campaign plot? Are you going to advance it this session? Then make a note of it. Be sure to include any criteria that must be met for the event to occur.
- When the group camps for the night, Nila will see a shooting star which she was told will precede a great battle. The battle will be….
- In town if the party approaches the one-eyed blacksmith and show him the dagger they found while in the mountains he will tell them….
- Potential side-plots or twists. These are items that may or may not happen, but might add flavor or act as a time filler if you need one
- Gerald will be accused of cheating at cards.
- The Royal Army is in need of recruits, so a press-gang arrives in town.
- Important NPCs. Who are the characters likely to run into? Have they met them before or not? Be sure to include in the description any relevant skills and abilities.
- Encounter specifics. I usually pull the specs for the NPC or creature and add it right into my notes.
- Rumors. Don’t be caught off-guard when the party stops for a drink at the local hangout. Write down a few rumors they may hear. Some can be related to the main plot or a sub-plot or not, they may not even be true.
- “Did you hear? The army is losing badly and there’s talk more soldiers are needed for the war.” (press-gang sub-plot)
- “I heard that the Prince was born with six fingers on his left hand.” (completely untrue
- Handouts. These are usually separate items, but include the text in your notes, so you have an easy reference after giving the original to the party.
As you can see, Pre-Session Notes can be quite extensive. Keep them limited to just the upcoming session to make them manageable. Remember, when writing these up you are not scripting, you are planning. Even though you write it down at this stage, it does not mean you have to use it.
Be sure to hang onto these so you can reference them in the future, especially if you don’t use all the material you planned. The players won’t know you didn’t use a particular item in your Pre-Session Notes, and if you can use it in a later session, you’ve cut down on your prep time.
In-Session Notes
These are the notes most GMs are familiar with, at least to the extent of taking notes during combat. Things like initiative sequence, health, spells, and so on are the staple of most In-Session Notes, but they are not the whole story.
In-Session Notes let you know what the group did during the session. If you publish a group newsletter (like I do) these notes are a great source for material. If you don’t send out a newsletter, they’re great for doing a quick recap at the beginning of the next session.
When starting your notes for the session be sure to include the game date and real world date at the top, because you’re creating a historical record. I also include a header, like I do in Pre-Session Notes: In-Session.
Other items you may want to include:
- Combat Results. Creatures encountered, kills, health remaining, spells/ammo used.
- Tirus killed 10 orcs this session without a scratch. (An item like this is great for the player that always wants to know “how many did I take down last session?”)
- Gem’s quiver is empty. (Now you know that when she reaches for that arrow next session there aren’t any.)
- Items acquired. Are they magical or not? Belong to someone else?
- Found, +2 Longsword, no markings or inscriptions. (Now it’s easy to tell the players what was found when they stop to identify what it is.)
- Found, amulet with inscription. When the script is analyzed it will be determined it belongs to the cursed mage Amaron.
- NPCs. These may be repeats from prior sessions or new ones you’ve inserted for this session. Be sure to include a summary of any conversations.
Player comments. Keep your ears open at the table, as your players will give you all kinds of information and ideas. Names, places, and concerns all can be used to come up with campaign additions.
GM notes. Be sure to add in your own notes during the session as well. Where did that were-wolf that ran off go? Will the party encounter it around the next corner, or is it sneaking around behind them?
In addition to providing you with a historical record of what went on during the session, you’ve also created a very fruitful ground from which to pull material.
- Can a rumor be created surrounding an item found?
- Does a long-standing enemy change tactics now?
- Did the players drop a hint about what they’d like to do?
- Could the party use a particular item or piece of information?
When you start to plan your next session, read through the last couple of In-Session notes; you’re bound to find some interesting material to include. As you determine what you may want to include, add it to your Pre-Session Notes for the session you’re planning.
Post-Session Notes
The session is over. You’ve packed up all the gaming materials and are off to bed, satisfied that you GMed another great session.
Hold on, you’re not done yet. You should spend a few minutes jotting down some Post-Session Notes. While the session is still fresh in your mind, write down your observations. Don’t wait as the details get fuzzy with time and often your first reaction to something is the best one.
- What worked? Did you use some new technique to speed up the last encounter? I introduced the use of a three-minute timer to my group after the excellent tip by Dr. Nik in Roleplayingtips issue #259. Its use was noted during the session and I refer to the tip and my notes to see if I can apply it to other situations.
- Don’t roll a check just pass a note to the logical player.
- Simplify the next puzzle as too much game time was lost on the last one.
- Rule out the use of a particular puzzle type, monster, or encounter. For my group it’s mazes. I’ll be lynched if I include another.
- What didn’t work? If something wasn’t optimal, what could be done to “fix” it? For example:
- Lower the encounter level of future combats.
- What was the players’ reaction? I make it a habit to ask my players what they liked or disliked about the session after we’re done at the game table but before they’ve left. Be sure to note what you saw during the session as well as any comments afterwards. Things such as “too much combat,” “not enough interaction with NPCs,” or “just didn’t feel like we accomplished anything,” may be indicators of issues on the horizon. Take some time to review these to see where you might be able to make things more enjoyable.
A final comment on Post-Session Notes. Do not be too hard on yourself. The number one rule at the gaming table is for everyone to have fun, so if your group and you are happy with the way things are progressing, then it isn’t broke, so don’t fix it. If, when reviewing your Post-Session Notes, you begin to see a trend that you feel may be an issue, talk to your players and don’t just assume it’s an issue; they’ll thank you for it.
As you can see, those little scratches you make on a sheet of paper or type into that laptop can be a lot more than just a list of combat stats and kill ratios. Taking a few minutes before, during, and after a session can give you a wealth of information to work with in future sessions, help to keep your main plots on track, and even give you some insight into your group’s dynamics.
May your dice roll well.