View Full Version : Documenting Games
zornwil
Nov 5th, '05, 07:05 PM
Apologies if this has been recently discussed, I'm behind on the boards.
How do you go about documenting your games, writing them up for people's reference, if you do? Just wondering. I take fairly good notes during games, though inevitably there are details I can't quite recall from short notes such as "then Dr. T hits in the head - laughing when Captain Spider is heart" I can't get much more detailed in note-taking, of course, since everyone's playing and I don't want to hold things up. I'm not prompt about turning those notes into write-ups, though, which is why I often can't remember some cryptic references. Anyway, I do my best to turn the notes into a reasonably detailed write-up of the game for posterity as well a reference, important for ongoing campaigns. The write-ups are usually fairly detailed, at least 10 pages in Word at 12 point type, single-spaced, double-spaced between paragraphs.
I've considered recording sessions, and people have said, when I've thought to ask, that they're fine with the idea, but then I always just feel like that puts people a bit on guard, from other, though unrelated, experiences with recording.
Anyway, wondering what others have done?
ghost-angel
Nov 5th, '05, 07:12 PM
I've got reams of notes, er, rather Megs of notes - when I brought a laptop to games (the thing has since died...) I would write frantically during it, sometimes it interfered and sometimes it didn't.
What have I done with those? nadda. thousands of words and post game synopsis and such and I've done precious little with them.
Recently I started writing the sessions of a new character from their persecptive .. I have two down but have only had a chance to format one for my website.
I be jumping into a new game later this month as well and hope beyond hope my lazy butt with stay in gear and not only write but post the session synopsis with regularity to my website and the GM.
Gotta motivate myself though. Gotta write more... I don't write enough.
Chuckg
Nov 5th, '05, 08:26 PM
Since I mostly game in AIM chatrooms nowadays, documentation is easy -- just save a chat log.
Lamrok
Nov 5th, '05, 09:54 PM
I don't type fast enough to take notes during the game, but generally within 48 hours I try to spend some time writing down everything I can remember. This eventually becomes a writeup. The writeups are very useful in making sure that I have a good handle on the stream of events at the next game session.
Fitz
Nov 6th, '05, 03:31 AM
I like to keep a log of what happened in my game, but I never write it during the game -- that would just be too disruptive. However, since I am a worthless lazy scumbag, it's sometimes quite a while before I get around to doing it, which means that I sometimes forget things, or get them in the wrong order, or attribute actions to the wrong character. I suppose I could bestir myself to being more regular with the game logs, but since they're mostly for my own reference (and amusement) I can't really be bothered putting myself out too much.
Chimpira
Nov 6th, '05, 04:55 AM
I write the log afterwards. I try not to go into minute detail but try to write down the events that happen. I also have a sidebar for items that I think might need special attention like the rumor that 'The heroes learned that Jenny Dugan is the daughter of the deceased Journalist Jimmy Dugan. Jimmy Dugan had been killed by VIPER after they had attempted to get the reporter to spread lies about Maryland Representative David Sutherland, the former superhero Invictus.'
The sidebar information that was written is what they had found out but not necessarily the truth. I do a lot of setup for my game so it may take a while for the players to unravel the truth.
teh bunneh
Nov 6th, '05, 06:40 AM
See:
UNITY 2010 (current game)
http://www.herogames.com/forums/showthread.php?t=27202 (http://www.herogames.com/forums/showthread.php?t=27202)
The Black Blood River Expeditionary Company (previous game)
http://www.herogames.com/forums/showthread.php?t=19578 (http://www.herogames.com/forums/showthread.php?t=19578)
Ghost Archer
Nov 6th, '05, 09:07 AM
Since I mostly game in AIM chatrooms nowadays, documentation is easy -- just save a chat log.
Same for me. Since all my games are in WebRPG, everything is recorded. It is a problem if I decide to go back and review something since I have over one hundred thousand pages of logs but once in a while we sit down and make a fair copy, turning parts of it into a story.
Edsel
Nov 6th, '05, 09:08 AM
I keep an extensive campaign log which I type up as soon as possible at the end of each secession. This reminds everybody of where we left off and what has led to this point in the campaign. I also keep a lot of notes on stuff that the players should not know but that I as the GM need to keep track of. Some Examples are below.
Omega Team Campaign Logs (http://www.herogames.com/forums/showthread.php?t=13463)(previous game) Killer Shrike also hosts a page that detailed this campaign (http://www.killershrike.com/TheOmegaTeam/OmegaTeam.htm).
For my next DC campaign (slated to start on 11-26-2005) I intend to try and keep the same sort of record.
concord
Nov 6th, '05, 10:22 AM
I jot down notes during the session then transpose them into data files when I get the time... then I ask the players to look them over for any issues with my recollection of events...
Afterwards, they get posted to the campaign website... see my sig for campaign website, other campaign related websites and discussion forum threads...
zornwil
Nov 6th, '05, 02:43 PM
See:
UNITY 2010 (current game)
http://www.herogames.com/forums/showthread.php?t=27202 (http://www.herogames.com/forums/showthread.php?t=27202)
The Black Blood River Expeditionary Company (previous game)
http://www.herogames.com/forums/showthread.php?t=19578 (http://www.herogames.com/forums/showthread.php?t=19578)
Cool stuff!
To bring up my own stuff for the main campaign, the write-ups are at http://www.realschluss.org/x-champions/x-champions_issues/ . The tone varies quite a bit over time and even at times within issues.
Curufea
Nov 6th, '05, 06:35 PM
I really like the idea of collaborative world building and interactive storytelling. Not only that - but I really like the ideas of contributions in Amber and Castle Falkenstein.
I used to write down a session synopsis of what I wanted to accomplish before each game - and then summarise what happened after.
Now, I keep plot notes for large events that I'd like to happen, and tidbits that could be introduced - as well as a fairly good idea of the world the characters are in. Post session, I award extra XP for player contributions - including session reports, and let my players do all the hard stuff :)
Trencher
Nov 7th, '05, 01:49 PM
Argue about "what really happened" for years afterwards.
keithcurtis
Nov 7th, '05, 02:16 PM
Accuse the GM of retconning and then sulk. :)
Seriously, I used to write up a synopsis every week. Now I'm lazy and wait until I have to do six or more at once. Then I post them here. (http://savageearth.net/chronicles.html)
Keith "or here (http://www.savageearth.net/forums/index.php)" Curtis
bblackmoor
Nov 7th, '05, 02:48 PM
How do you go about documenting your games, writing them up for people's reference, if you do?
I want to, but I am terribly, terribly slack about actually doing it -- and the other GMs are even worse. For example, our longest-running superheroes campaign, WestGuard, has exactly two (2) press releases, months apart (http://www.westguard.org/index.php?title=WestGuard:Press_Releases), and both of them were written by me. The other GMs haven;t written a single one (although I keep pestering them to do so). Even taking into account that the web site is several years younger than the campaign itself, there should be dozens by now. But we are a slack and ill-disciplined bunch. :idjit:
Curufea
Nov 7th, '05, 04:37 PM
You should do what I do then - make the players do it with incentives :)
Super Squirrel
Nov 7th, '05, 08:12 PM
If I don't do it right after the game, it doesn't get properly done. I have a thread around here somewhere with the first Valdorian Age campaign session.
Cancer
Nov 8th, '05, 07:20 AM
In several of our FTF games, the GM gives extra experience for the person who writes a log. Sometimes that person is me. I do take notes while the game is ongoing, though we have a rather large group ... 6 or 7 players plus GM ... so there's a fair amount of slack time for any one individual.
Decades of academic note-taking practive pay off in game terms. :)
tancred
Nov 8th, '05, 07:29 AM
In several of our FTF games, the GM gives extra experience for the person who writes a log. Sometimes that person is me. I do take notes while the game is ongoing, though we have a rather large group ... 6 or 7 players plus GM ... so there's a fair amount of slack time for any one individual.
Decades of academic note-taking practive pay off in game terms. :)
My co-GM does this for me, as I write a diary from my character's perspective of the game. Our last D&D game was a lot of fun, as two of us were keeping diaries. Comparing the record of events from two character's perspectives was most amusing.
I give extra experience (and other perks) for any of my players who choose to keep a diary and give it to me on a regular basis.
Our whole group enjoys re-reading the accounts of our adventures together.
BlackSword
Nov 8th, '05, 08:00 AM
In one game we played in there were a number of people in the campaign, and we just played with whoever showed up. I started taking notes on a whim, and would usually jot down about a page of notes, then go home and type it into a prose, and then send it to the GM for review. He would then send it out. It worked out well and those who missed a session could easily catch up on it, and we have a full journal of the game. (note, it was written in my usual tone, not in-game tone, so I called a bribe "donation for soldier's widows" to make it a humorous read).
For the game I run, I keep a open office document with a table. I record date, characters present, main plot points and NPCs met. Its just an informal set of notes that helps me keep organized. Also for that group the players have phenomenal memory, so if I get something wrong its quickly corrected.
Super Squirrel
Nov 8th, '05, 08:06 AM
I have found that journaling a play by post is a lot harder than you would think.
In my Easthaven campaign I have every campaign post available and the biggest problem is sifting through the posts for the content and summarizing. It is a whole lot harder than you would normally think.
zornwil
Nov 8th, '05, 11:53 AM
I have found that journaling a play by post is a lot harder than you would think.
In my Easthaven campaign I have every campaign post available and the biggest problem is sifting through the posts for the content and summarizing. It is a whole lot harder than you would normally think.
I can absolutely echo that. I haven't done any actual complete PBEMs, but have done some extensive PBEM in support of the regular F2F campaign, both with the group in-between sessions on a few occassions and more so with particular characters' side stories. Not only summarizing is hard, but also having to wade through many messages where many events are happening at the same time can get difficult. Now I try to enforce a stronger sequence of events and create specific threads for each particular discrete set of activities.
Rapier
Nov 8th, '05, 10:00 PM
My recaps have always been more high level.
A great deal of combat can be summarised in a couple sentences, even though it can take an hour or three to play out. Unless something notable happens (eg villain is killed, seriously wounded, loses an eye...which always end the fun and games) combat doesn't really make it into the recaps. I mean how useful is it to find out that the Man-Hattan rolled three attack rolls in a row that were 8s?
Plot is what ends up in the recaps and that is pretty easy since my plots are rather involved and laid out, usually, many months in advance.
BlackSword
Nov 9th, '05, 05:10 AM
A great deal of combat can be summarised in a couple sentences, even though it can take an hour or three to play out. Unless something notable happens (eg villain is killed, seriously wounded, loses an eye...which always end the fun and games) combat doesn't really make it into the recaps. I mean how useful is it to find out that the Man-Hattan rolled three attack rolls in a row that were 8s?
That was my biggest probem when I first started writing the recaps. We play combat blow-by-blow, but it doesn't work out quite so well when trying to type it back out (especiall to try and remember an entire combat as well). I usually changed combat to a single paragraph, laid out who was fighting, which side one, and the major damage done on each side. If an especially heroic or well laid out plan happened I would include that as well. I was glancing through a few recaps, one combat was summarised as, "the rebels dropped onto the unsuspecting guards and took them out as quickly as possible." I haven't done a write-up for superheroes, there the combat may need more description as part of the genre is action, but even then its difficult to track, remember and then describe every action. Probably just apply the mook rule to combat writing as well, unless its a 'named mob' it gets a quick mention and then move on.
Karmakaze
Nov 9th, '05, 06:48 AM
I keep a livejournal community for the purpose:
http://www.livejournal.com/community/sar_gaming/
I run into slack periods from time to time, but I usually try to at least put in a one sentence summary and XP earned...
bblackmoor
Nov 9th, '05, 07:57 AM
You should do what I do then - make the players do it with incentives :)
I may try this.
zornwil
Nov 9th, '05, 10:41 AM
I normally give XP for player write-ups, especially in-character ones.
mraley
Nov 14th, '05, 11:16 AM
How do you go about documenting your games, writing them up for people's reference, if you do?
If the players want reference materials, let them take notes. :eg:
That said, I keep pretty thorough records of my game - before, during and after the session - for my own benefit (as sure as I forget a detail, one of the players will remember it and gig me with it). My scenario notes are pretty detailed (I've never done well running off the cuff), and I annotate them as we go.
I've always kept notes during gaming sessions when I'm playing, to the point that a couple of my GMs depend on me to keep their memory straight.
Matt Frisbee
Nov 15th, '05, 05:20 PM
It is absolutely essential for me to keep adventure logs, since nearly all of my games are entirely serial. Here's what a typical entry looks like in my log.
Session #11 - 13 NOV 05 "Transitions"
Starring: Albert "Alphaman" Allen, Betty "Betagirl" Bea & Charlie "Gammaguy" Chester (Players with their characters in quotes)
Guest Starring: Denise "Deltawoman" Doris (A rare or one-shot player with their character name in quotes)
NPC's: Eric England, Fay Ferris, Gary Goodheart & Helen Heloise (All the NPC's who were not in direct conflict with the characters)
Villains: Xenon, Yagoth the Hideous & Ziggurat (self-explanitory)
Game Date(s): 15 MAR 05 - 17 MAR 05 (Dates in the game universe when the action takes place)
Locations: The public library and city hall in Bay City, and various locations at sea aboard the Long John Silver. (Places used for the action)
Session Synopsis: (This is where I describe the action from the session, including notable NPC and Villain interactions)
GM Notes: (I critique each session I run to remind myself what I'm doing wrong and encourage myself to do better)
XP Awarded: (Where I detail how much XP was awarded to each character and why)
I hope this helps!
Matt Frisbee
zornwil
Nov 15th, '05, 06:03 PM
It is absolutely essential for me to keep adventure logs, since nearly all of my games are entirely serial. Here's what a typical entry looks like in my log.
Session #11 - 13 NOV 05 "Transitions"
Starring: Albert "Alphaman" Allen, Betty "Betagirl" Bea & Charlie "Gammaguy" Chester (Players with their characters in quotes)
Guest Starring: Denise "Deltawoman" Doris (A rare or one-shot player with their character name in quotes)
NPC's: Eric England, Fay Ferris, Gary Goodheart & Helen Heloise (All the NPC's who were not in direct conflict with the characters)
Villains: Xenon, Yagoth the Hideous & Ziggurat (self-explanitory)
Game Date(s): 15 MAR 05 - 17 MAR 05 (Dates in the game universe when the action takes place)
Locations: The public library and city hall in Bay City, and various locations at sea aboard the Long John Silver. (Places used for the action)
Session Synopsis: (This is where I describe the action from the session, including notable NPC and Villain interactions)
GM Notes: (I critique each session I run to remind myself what I'm doing wrong and encourage myself to do better)
XP Awarded: (Where I detail how much XP was awarded to each character and why)
I hope this helps!
Matt Frisbee
How do you remember it all, what tricks/methods do you use?
Enforcer84
Nov 15th, '05, 09:54 PM
Court stenographer. I pay her with wiskey. The end of the sessions is usually a little muddled. :D
zornwil
Nov 16th, '05, 05:50 AM
Court stenographer. I pay her with wiskey. The end of the sessions is usually a little muddled. :D
You're not that far away - send her up here, too! Though I'm not paying for a cab back to her house!
Blue
Nov 16th, '05, 12:49 PM
Following each game in the past 6 years, whether I was running or someone else has, I've written up a recap and e-mailed it to the whole gaming group. It then might get posted on a website for later reference, or printed out.
It allows me to commit some of the game to memory, let those who couldn't attend in on what happened, and let folks know what pending business there is. Assuming my memory is good, this has worked out fine.
I'm suprised how many details I remember.
Curufea
Nov 16th, '05, 01:45 PM
I think every game should be documented (and not just because I'm a librarian) - there are always wonderful ideas and stories - and I really like reading some of the quotes that appear in games. They can be very funny (something I appreciate the Serena Dawn (http://www.serenadawn.com/) website for)
bblackmoor
Nov 16th, '05, 04:53 PM
I really like reading some of the quotes that appear in games. They can be very funny (something I appreciate the Serena Dawn (http://www.serenadawn.com/) website for)
That reminds me of something we used to do, way back when we always gamed every weekend and we always gamed at the same guys' apartment. We had what we called a "rap sheet": a big piece of white posterboard attached to the wall. Whenever a character said something brilliant, we'd write it on the rap sheet along which who said it and when.
That was really cool.
Matt Frisbee
Nov 16th, '05, 05:13 PM
How do you remember it all, what tricks/methods do you use?
Well, the good news is that I usually work from the action outline I scribble up before each adventure -- some notes on how I expect the session to go. The bad news is that usually the "expected actions" go straight out the window upon first contact with the players! Fortunately, we have to take nicotine breaks every hour or two, which gives me (the non-smoker of the group) a chance to collect my thoughts and scribble a few notes as to what is actually happening.
The thing is I like to look back over the action as the campaign progresses, so I can see where the group has been and get some sense of what direction they're nudging the game universe. It also allows me to keep the myriad NPC's these guys interact with straight as to who is supposed to be doing what and where, etc. I never know when one of the players will decide to talk to a long lost NPC they haven't seen in game for ten sessions (and two to three months ago in real time).
Anyway, better to have a long memory when it comes to the campaign, especially if all the adventures are serial in nature...
Matt "Deforesting-the-planet-to-keep-my-fantasy-worlds-alive" Frisbee
zornwil
Nov 16th, '05, 06:00 PM
That reminds me of something we used to do, way back when we always gamed every weekend and we always gamed at the same guys' apartment. We had what we called a "rap sheet": a big piece of white posterboard attached to the wall. Whenever a character said something brilliant, we'd write it on the rap sheet along which who said it and when.
That was really cool.
Great idea!
zornwil
Nov 16th, '05, 06:03 PM
Well, the good news is that I usually work from the action outline I scribble up before each adventure -- some notes on how I expect the session to go. The bad news is that usually the "expected actions" go straight out the window upon first contact with the players! Fortunately, we have to take nicotine breaks every hour or two, which gives me (the non-smoker of the group) a chance to collect my thoughts and scribble a few notes as to what is actually happening.
The thing is I like to look back over the action as the campaign progresses, so I can see where the group has been and get some sense of what direction they're nudging the game universe. It also allows me to keep the myriad NPC's these guys interact with straight as to who is supposed to be doing what and where, etc. I never know when one of the players will decide to talk to a long lost NPC they haven't seen in game for ten sessions (and two to three months ago in real time).
Anyway, better to have a long memory when it comes to the campaign, especially if all the adventures are serial in nature...
Matt "Deforesting-the-planet-to-keep-my-fantasy-worlds-alive" Frisbee
Yeah, I was asking since I keep track pretty carefully, but I do it by taking notes during the game. In really hectic moments, such as combat, sometimes I annoy myself with the notetaking as it can introduce a delay, but I hate to miss stuff later, and people do appreciate having the documentation.
Having smokers, for this purpose, would be great! We have none, so we don't really take formal breaks. Sometimes we'll break into an off-topic chat for a bit, but I'm usually involved in that, so it's not a break in terms of taking notes or being productive. That's a really great idea, though.
Matt Frisbee
Nov 16th, '05, 06:16 PM
Yeah, I was asking since I keep track pretty carefully, but I do it by taking notes during the game. In really hectic moments, such as combat, sometimes I annoy myself with the notetaking as it can introduce a delay, but I hate to miss stuff later, and people do appreciate having the documentation.
Having smokers, for this purpose, would be great! We have none, so we don't really take formal breaks. Sometimes we'll break into an off-topic chat for a bit, but I'm usually involved in that, so it's not a break in terms of taking notes or being productive. That's a really great idea, though.
An alternate idea is to take a game break -- a few minutes to stretch and reload the munchies and drinks for your players, so you've got time to gather your thoughts and scribble your notes. I'm sure that most players will be understanding about the fact that you need time to organize for the next scene or act.
Have a great time, and remember, if it's too much like work, you're doing too much planning and not enough playing. :)
Matt
Curufea
Nov 16th, '05, 07:17 PM
I've experimented with sound recording for this as well. Because it lets you game without pausing - you can go over it later. It was especially useful for Munchausen.
zornwil
Nov 16th, '05, 08:20 PM
An alternate idea is to take a game break -- a few minutes to stretch and reload the munchies and drinks for your players, so you've got time to gather your thoughts and scribble your notes. I'm sure that most players will be understanding about the fact that you need time to organize for the next scene or act.
Have a great time, and remember, if it's too much like work, you're doing too much planning and not enough playing. :)
Matt
Break? Never! :D
zornwil
Nov 16th, '05, 08:20 PM
I've experimented with sound recording for this as well. Because it lets you game without pausing - you can go over it later. It was especially useful for Munchausen.
I keep thinking about this. So you found people adapted quickly?
Blue
Nov 17th, '05, 06:32 AM
What if your group can't be captured on film, on audio, and don't cast a reflection? ;)
You know. I'm saying what if some of them are... (gasp).... Attorneys! :angst:
Curufea
Nov 17th, '05, 02:23 PM
I keep thinking about this. So you found people adapted quickly?
It wasn't a problem with Munchausen - as it is virtually a theatre sport game, and most of the players were basically "performing".
Other roleplaying games - it's best to not make a big deal out of it, and preferrably keep the equipment out of sight so that it is forgotten ASAP.
I just use my iRiver :)
zornwil
Nov 17th, '05, 02:27 PM
It wasn't a problem with Munchausen - as it is virtually a theatre sport game, and most of the players were basically "performing".
Other roleplaying games - it's best to not make a big deal out of it, and preferrably keep the equipment out of sight so that it is forgotten ASAP.
I just use my iRiver :)
Thanks.
Markdoc
Nov 18th, '05, 05:57 AM
I just jot down very brief notes as I go - I try not to disrupt the flow of the game and then write up more complete GM's notes later. Since I tend to write very detailed plot workups, and have a fairly capacious memory it's not hard to keep everything straight, even if I don't write things up for a month or so.
Better, though, is when I can get the players interested in keeping their own logs and expanding on the game via fiction. Not everyone is interested in doing this and if they are not into it, getting them to do so is like trying to build a bridge out of jello. When it works though, it's great.
Here's an example from a game where the players were excellent:
http://www.geocities.com/markdoc.geo/Gaming_stuff/Sengoku/oldfiction.html
cheers, Mark
zornwil
Nov 18th, '05, 06:59 AM
I'm doing the same, but where I find it is problematic is catching all those little things, the not-so-relevant stuff that's interesting and that brief notes tend to obscure or barely address with cryptic notes. The overall major various plot stuff is easy enough, although we have a large number of subplots and personal stories.
Of course now that I think about it, we started using Teamspeak to include lemming, so the open mic idea has already been broached and if I had been thinking (dang, what the heck is wrong with me!), I would have enabled the "log" feature and just recorded the audio last game when lemming joined.
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