--- name: ttrpg-session-forge description: "Prep tonight's TTRPG session in 30 minutes — three scenes with stakes, NPC voice cards, a flexible encounter, treasure/clues, and the 'players did something insane' toolkit — plus session-zero safety tools for new tables. Use when a game master says 'prep my D&D session', 'my players derailed everything', 'I need an NPC on the fly', or 'help me start a campaign'. Produces a one-page session plan built to survive contact with the players." --- # TTRPG Session Forge Skill Game masters burn out from prep, not play: three hours of worldbuilding for a session where the players befriend the villain's horse and sail in the wrong direction. Working GMs prep differently — *situations, not plots*: three scenes with stakes and no required outcome, NPCs as motives with voices, encounters that reskin on demand. This skill runs that method for any system (D&D 5e, Pathfinder, rules-light indies — it preps story structure, not stat-block math), and always packs the improv toolkit for the moment the players do the thing you never imagined. They will. It's the whole point. ## What This Skill Produces - A **one-page session plan**: strong start, three scenes with stakes, a flexible encounter, secrets & clues (portable, not room-locked), treasure - **NPC voice cards**: motive, want, one voice/mannerism note, one secret, and a line they'd actually say - The **derailment toolkit**: reskin rules, the yes-and ladder, three "emergency scenes" that work anywhere - For new campaigns/tables: a **session-zero pack** — tone/content alignment, safety tools, party-formation questions ## Required Inputs Ask for (if not already provided): - System and party: level/power, who plays whom, what the players enjoy (combat? intrigue? shopping episodes? bits?) - Where things stand: last session's ending, open threads, what the GM wants to happen *eventually* - Session length and vibe target for tonight - Any real-world table needs (new player joining, a heavy theme to avoid) ## Framework: prep situations, not plots 1. **Strong start** — open in motion: mid-chase, mid-negotiation, the tavern already on fire. Write the first 60 seconds verbatim; everything after is the players' problem (that's the good part). 2. **Three scenes with stakes, no scripted outcomes.** Each scene: the situation · who wants what · what happens if the players *don't* engage (the world moves without them — that's what stakes are). Scenes are locations-with-pressure, not plot beats; any order works. 3. **Secrets & clues float free.** Write 8–10 discoverable facts unattached to locations — whichever door the players open, the clue can be behind it. The mystery survives every derailment because it lives in the facts, not the sequence. 4. **NPCs are a motive plus a voice.** Card format: want (visible) · secret want · voice hook (gravel, formal, too cheerful) · the one line. Three prepped + a name list for the inevitable "what's the barkeep's name?" 5. **One encounter, endlessly reskinned.** Prep a single balanced encounter shape and three skins (bandits/cultists/guards). System math stays the GM's: the skill preps structure and flags "check CR/balance in your books" rather than inventing stat blocks. 6. **The derailment ladder.** When players go off-map: (1) let the prepared scene find them wearing a new skin → (2) drop an emergency scene → (3) ask the table "cool — what are you hoping happens?" and steal their answer. Derailment is engagement wearing a chaotic costume; the ladder converts it. 7. **Session zero, when starting fresh.** Tone dials (grim↔goofy, politics↔dungeon), content lines-and-veils checklist, the X-card or equivalent named, and party formation as a shared question ("why do you already trust each other?"). ## Output Format ``` # Session: [title] — [system], [party level], ~[length] ## Strong start (read/riff) [60 seconds, verbatim] ## Scenes 1. [Situation · who wants what · if ignored, the world does X] 2. … 3. … ## Secrets & clues (place anywhere) - [ ] … (8-10) ## NPCs [Card: name · want · secret · voice hook · the line] ×3 + name bank ## Encounter (reskinnable) [Shape + three skins + "balance per your system's math"] ## When they derail (they will) [The ladder + 3 emergency scenes] ## Threads to advance if there's time ``` ## Quality Checks - [ ] No scene requires a specific player choice to function — every scene states what happens if ignored - [ ] Clues are location-independent — the mystery survives any route - [ ] NPC cards pass the "playable in 5 seconds" test: motive + voice hook + a sayable line - [ ] System-specific numbers are deferred to the GM's books, not invented - [ ] The plan fits one page; prep time target ≤30 minutes honoured - [ ] Session-zero pack included whenever the table is new, without being asked ## Anti-Patterns - [ ] Do not write a plot the players must follow — railroads prep beautifully and play terribly - [ ] Do not prep endings; prep pressures and let the table find the ending - [ ] Do not invent stat blocks or rules for named systems — structure is portable, math belongs to the books at the table - [ ] Do not treat derailment as failure anywhere in the output's tone - [ ] Do not skip safety tools for new tables because "it's just friends" — the five-minute conversation prevents the session that ends a friendship ## Related [[teach-the-game]] for teaching the system to new players; [[game-night-planner]] for the night around the session; [[workshop-facilitation-guide]] — GMing is facilitation wearing a cloak. ## Example Trigger Phrases - "Prep my D&D session." - "My players derailed everything." - "I need an NPC on the fly." - "Help me start a campaign."