Adventure notes: a cheat sheet for the table and notes to look things up in

A published scenario is written to be read, not to be run. These are the notes you make so that you can run it from memory: three pages that sit on the table and are enough to play from, and numbered notes you only open when a player asks something you did not expect.

The cheat sheet

It starts with what really happened, in five or six sentences, and as many timelines as the adventure needs, the event above the line, the time below it, and what only you know in red. Then a map of trails — one line per person, document or place, with what it gives, the test it needs and the notes section it points to — followed by the people grouped by faction, an escalation axis for what the opposition does when the players press, and the possible endings with what they give the characters.

The notes

Numbered sections by place and topic, not by the order of the book. Text to read to the players is copied word for word; everything else is one fact per line. The characters who can really fight get their statistics in one table at the end.

A person in the notes can be linked to an NPC Sheet, and a trail to a handout, so that the GM control panel opens it in one click. System neutral, A4 at 300 DPI as a PNG or a PDF. For the evening itself there is the Session Planner.