GM Session Prep: What Players Wish You’d Prepared

Most advice about GM session prep comes from GMs. This comes from the other chair.

I have never run a game. I have played in them for about 35 years, across more groups and systems than I can remember, and from that seat you start to notice patterns. The sessions that flew by and the ones that dragged usually came down to a handful of small things that were, or were not, ready before anyone sat down.

None of it was clever. Most of it took ten minutes. Here are the eight that come up again and again.

1. A list of names

Nothing stalls a scene faster than a shopkeeper with no name. The party asks the innkeeper who she is, there is a pause, she ends up being called Bob, everyone laughs, and the moment you were all in has gone.

Write twenty names on a card before the campaign starts. Mix them up: short ones, awkward ones, a couple that sound like they matter. Cross each one off as you use it and scribble a note about who they turned out to be.

That single card will last you a year. Five minutes once, and the world answers back without hesitating.

2. Three sentences about last time

Players forget. We have jobs and other games and a fortnight has usually gone by. Starting cold means ten minutes of five people half remembering different versions of the same evening.

Write it down beforehand, and keep it short. “You left the flooded crypt, the priest admitted he had lied about the seal, and Maret was bleeding badly.” Three or four sentences is plenty.

It also gives players a chance to correct you, which tells you what they thought was important. That is worth knowing before you plan the next session.

3. The rules that are actually going to come up

You do not need the whole book in your head. You need the three or four rules this particular session is likely to need: the chase, the grapple, the spell one player casts every single week.

Look them up in advance and write the page numbers on a sticky note. That is the entire job.

Players genuinely do not mind a GM checking something. What loses a table is the game stopping for five minutes while everyone drifts off to their phones.

4. Something for each person at the table

Players notice when their character’s history never surfaces. You can sit through three sessions as scenery, and it is a quiet sort of disappointment that rarely gets mentioned out loud.

One hook each is enough. A name from somebody’s backstory turning up in a rumour. A letter addressed to one character rather than the party. A guard who recognises a face.

It does not need a whole scene built around it. A single sentence often does the work, and the player will remember it for months.

5. Handouts prepared before the session

Something to hold changes how a table pays attention. A letter, a torn map, a list of names on a scrap of paper. When it goes round, people lean in and stop checking the time.

The catch is that it has to exist already. A handout you describe is just narration. Print it the night before, and if your handwriting is up to it, write it out by hand. Imperfect and real beats neat and obviously printed.

Free printables for your table

A one-page session checklist, an NPC card and a handout template, all free to download and use at your own games.

6. Stats somewhere you can reach them

Flipping through a book in the middle of a fight kills momentum faster than any bad roll. Three rounds in, the tension has drained out of the room and somebody has started talking about lunch.

Copy the numbers you need onto one sheet before you start. Whatever each creature has for attacking, defending and staying upright, plus anything unusual it can do.

One page, in front of you, for the whole encounter. It is the difference between a fight that moves and a fight that is admin.

7. Knowing what is on the character sheets

When a GM knows who has the sharp eyes, who speaks which language and who can pick a lock, the game stops waiting for someone to ask exactly the right question.

Players should not have to keep pitching their own abilities. It feels like asking permission, and the quieter ones simply will not do it.

Ask for copies of the sheets and give them ten minutes before the session. You do not have to memorise them. Knowing roughly who is good at what is enough to prompt the right person at the right moment.

8. An idea of where to stop

A session that trails off at eleven o’clock in the middle of a corridor leaves everyone flat. Nobody can remember the next week where they were or why it mattered.

Have a rough landing point in mind before you start. A reveal, an arrival, a door opening onto something. Something that makes people want the next session rather than simply needing to go to bed.

You will not always reach it, and that is fine. Knowing where you are heading means you can speed up or slow down on purpose instead of running out of evening by accident.

None of this is complicated

Add it up. A card of names, three sentences of recap, a few page numbers, one hook per player, a handout, a page of stats, a glance at the character sheets, and a rough idea of where to stop.

That is twenty minutes, and most of it only has to be done once.

I meet people all the time who think tabletop roleplaying is too complicated to take up, and it bothers me, because it is not. The preparation that actually shows at the table is a short list of small, dull, practical things. If you are thinking about running your first game and the size of it is putting you off, that list is more or less the whole job.

Everything above comes from the player’s side of the screen, which is where I have always sat. You can read more about that on the about page, and the free printables cover several of these in one page each.

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