Context: at the moment I play video-free in a voice channel. It has a weird effect on where my focus is as there are no social pressures to indicate who or what I’m paying attention to.
Are you reviewing your own notes? (Which parts?)
Not until after the session. I’m keeping notes as I go and (3%) jotting an anticipated name / encounter / set of dialogues down on the page for reference, which I’ll sort of ‘ouija style’ use, if PCs head towards what I expect.
Rereading a module’s hard copy?
Tough because ‘module’ is a set of finalized tables I’ve made after sessions. Really for me, as someone else suggested, this is happening in moments of ‘deep downtime’ or maybe even ‘player’ rather than ‘character’ time. If I’m reviewing hard copy, I’m almost tempted to call for a pee break. (1%)
Double-checking system rules and procedures?
0%. If my mind doesn’t have a reasonable fairness assessor at this point in my gaming career…
I will turn back in session debriefs with players to discuss how something was ruled vs how we would rule it in the future. This is playstyle though. If everyone is narratively invested then the difference between a tough house rule vs a soft house rule metes out in the quality of the session. If it felt fair. I haven’t had a player who preferred bickering over rules to ‘being under the water’ so to speak though, so perhaps others who are stressed by this circumstance will prove better response.
Scanning a GM screen? (Handmade?)
Yeah, probably 10%. GM screen for me is less about memory / rules / conversions and more about future actionables: what ingredients are in the pockets. Thief is heavily invested in setting snares. Quick couple rolls against Beast encounter chart drums up 2 gibbons. Players elect to head back into the swamp. Encounter roll on a 1d6 gets me ‘harpy flies overhead’. Handmade here, because I can live more freely in things I’ve already imagined in more peaceful times.
Monitoring your player’s expressions?
Most folks responding to your question are saying the same thing. The less moving parts in front of me, the better chance there is that my ability to inject narration or reaction is appropriate, timely, surprising; the less of the real goods I miss. Granted you’re talking module design here which is something I do, rather than consume, more often then not, but I think I can inhabit the experience and appreciate examining how I do so.
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I’m not sure how this helps or what task you’re trying to accomplish. In reaction to the (your?) blogpost you cited which sort of ‘reduces’ a few circumstances, I’ll mirror you for the sake of conversation.
My players are overland right now. They were headed north to visit one player’s adopted family at a farm collect, following a well-rutted road to a Y. They opted to go off course following a massive aqueduct into unknown terrain, which meant I was free to invent a ‘room’. I chose to run them into this location:
The Aperture
Steep cliffs hall a barren valley at whose center is a crumbling, circular archway lathed in mind-breaking elder sigils and cryptic reliefs. Inside the circle, illusions phase in and out, an everchanging display of different places in time.
Deeper: This site has drawn a permanent sect of ritual inquisitors and apostate monks, both groups obsessively studying the aperture’s mysteries and how it may be controlled. Their camps dot the landscape alongside those of repentant pilgrims, the desperate, the cursed, the blighted, and the injured who have come to seek divine intervention.
None of these groups knows that this is a Well-spring Gate to the Underneath. The aperture is the key to “lock-in” one of many Underneath locations.
In the cooler evening hours, canyon trails to the camps becomes a hunting ground for desert bandits who prey on those traversing the area, launching surprise attacks to seize what meager valuables and supplies the pilgrims have.
I roll a mountain encounter off my screen. Rolls net me: faction encounter / ‘What’s Due’ / d4+1 breakermen on patrol. I roll two quick treasures and two quick curios from pre-existing faction tables. I drop into scene after verifying I have their decision right with the following:
4 breakermen, 7, 9, 12, 1
folding silt sea sextant, a small dull dagger, diviner’s window, direct speak papers
and I keep the landmark text above open as I narrate, eyes skimming. My narration picks up on archway, camps, valley and probably dot.
I end up getting a sort of halfway descent to a stop from the characters, and am given a fair bit of time as players start asking questions and beginning to sense out their own opposition to entering deeper and investigating. They’re spooked, and still ‘far’ from the archway.
Honestly, they spent as much time discussing the bits I shared with each other than you’d imagine. I could’ve spent more time reading fluid text and familiarizing myself with the landmark rather than concerning myself with parsing condensed, symbolic shards. Could be my group, but I often find they only turn to me at very beginning of scene to clarify poorly outlined details, and when they’ve run dry of chatter. And when they’ve run dry of chatter, then I’m just looking for when my 1hp breakermen is going to point his wasted finger from a campsite and shout YOU at one of them.
I am finding, generally, that reading modules, I actually prefer well-flavored text with healthy story notes that can become atmospheric for me. If it’s going to be a stat block, I make my own quick shorthands. Realistically I’d rather be in a scene that breathes and is awkwardly shaped compared to what the writer intended, rather than a scene I got exactly right down to the value of the rug.
But as ever: all style of play right?
I think a follow-up question to ask yourself / myself would be what the average time a group spends in any given room. Because I suspect, even in an empty room, there’s more time than us game designers think, and we imagine that we need to be in and out for our reader/DMs’ sake, but in truth could just provide good supporting details that make a DM feel comfortable stretching time and continuing to reveal the goods that all given moments have.
Enough pedantry.