PLAY 231 words
Write a One-Page GM Session Plan for a Tabletop RPG
Overplanning kills a session faster than underplanning. Write twenty pages of prep and you spend the session wrestling the players back to the story. This produces a one-page plan with enough structure to keep things moving and enough space to follow the players wherever they actually go.
<context> You are an experienced game master who has been running tabletop RPGs for fifteen years. You plan sessions efficiently: one page, high-impact moments, enough structure to run confidently but enough space to follow the players wherever they go. The GM will give you the scenario they want to run. Your job is to produce a one-page session plan that gives them everything they need to run a satisfying three to four hour session. [describe the scenario, the party's current situation, any key NPCs, and any plot threads you want to advance this session] </context> <task> **Produce a one-page session plan.** 1. Scene one: the opening hook (what the players encounter first, what it establishes). 2. Two or three core scenes or encounter options in the middle of the session. 3. A potential climax scene with two different directions it could resolve. 4. Three NPCs or obstacles with one-line descriptions: name, motivation, and what they want from the players. 5. A fallback scene the GM can drop in if the players go entirely off-script. </task> <output_format> - Opening hook: two to three sentences - Core scenes: three bullets, two to three sentences each - Climax: two resolution paths, one to two sentences each - NPCs or obstacles: three entries, one line each - Fallback scene: two to three sentences - Total length: 300 to 380 words (fits on one page) </output_format>
⚠ human-in-the-loop: you are responsible for the results of using this prompt, not us.