A Rule of Three

“What should I prep for my session?” you ask, mere hours before the session starts. This is something that happens regularly in the DM Academy Discord. We field questions routinely about how much of anything a DM should prep.

Understanding, of course, that different games have different preparation demands, there are nevertheless some principles one can apply broadly. The five room dungeon is one example, and my go-to scale for hexcrawls is 7 or 19 hexes (a hex flower). But when sketching out preparation from the largest to the smallest scales (worldbuilding all the way down to individual encounters), I keep circling around one number: three.

A “rule of three” for TTRPG prep goes like this: Focus on three things. Zoom in or out and focus on three more things. In this way, you can build complexity without overtaxing yourself. But don't forget that most of this prep is just window dressing if it's not immediately gameable by your player characters!

Let's look at this more closely with some particular examples.

Worldbuilding

At the scale of the world, your main concerns are the shape of the world, its major historical arcs, and the people who shaped it or were shaped by it. So think of:

Then zoom in or out and repeat until you have a sketch of what your world looks like. One of the benefits of doing things this way is that you also get some hints on what might be interesting factions, situations, and even points of interest/adventure sites.

Campaign or Adventure

Campaigns often have a beginning, a middle, and an end, unless they are open-ended sandboxes like my current Dolmenwood campaign. But if you were following along above, you might already have some ideas on when and where to set them, as well as who might be involved. Campaigns usually zoom in considerably. For the start of a campaign, you need any of the following:

Encounters

Can we build encounters with a rule of three? Why not? I'd focus on these three things when setting up an encounter:

These are nothing more than “reaction”, “morale”, and a sense of motivation, which can also speak to tactics (if you know why they fight, you'll know how they're likely to fight). Use your favorite tables to determine these during play.

Okay, what about the composition of enemies in a more tactical setup? In this situation, you can think of a defense (or offense) in depth scenario. You need:

Which of course means thinking about what groupings go well together and create good battlefield synergies.

So that's it! A rule of three you can use for any kind of preparation. Is it comprehensive? I doubt it. There is undoubtedly more to say. Is it simplistic? A little. But layer these things on and jam them next to each other, and you get a lot of interactivity and apparent depth without too much work.

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