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Give Me 18min, You'll Never Dread D&D Prep Again

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Give Me 18min, You'll Never Dread D&D Prep Again

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477 segments

0:00

I counted four secret levels of D&D prep

0:02

most DMs miss that all go deeper than

0:04

the common advice you can find

0:05

everywhere. And the cool thing is they

0:07

also gradually add depth to your

0:09

campaign while making prep more fun. So

0:12

today I'm going to show you what they

0:13

are and to make sure it sticks we'll

0:15

take a very generic session idea and

0:17

make it amazing by going through these

0:19

four levels. But the first step we

0:21

absolutely need is we need something to

0:23

build on.

0:24

Okay, so I think the party is going to

0:26

enter an old forest and they're going to

0:27

be looking for a scout. Okay, but isn't

0:30

this missing something? You're right

0:32

internal monologue. Um I think the scout

0:35

has been missing for 3 days. This is a

0:37

situation and not an outcome. Which is

0:40

what you should be doing. Yes, but it's

0:43

pretty thin. Sure, but this is basic on

0:46

purpose. We've all been in old forests

0:49

more times than we can remember. Meaning

0:51

the things we'll add from now on will

0:53

stand out more. And the whole point of

0:55

this method is we're basically going to

0:58

be playing a game with our own prep.

1:00

Each level gives us a new toy we'll get

1:03

to build and add to the session making

1:05

us more excited and the future session

1:07

more immersive. Because here's the

1:09

problem. Our first level with folks. I

1:11

think a lot of us tend to run our

1:13

sessions at a single emotional

1:14

temperature. So to speak. Like dungeons

1:17

are all tense for 3 hours and then it's

1:19

mysterious exploration for the next

1:21

session before we move on to the secrecy

1:24

heavy social encounters etc. etc. The

1:27

camp feels silent. Mysterious.

1:31

Almost like almost like the forest it's

1:34

in?

1:34

>> Dude, yeah. Come on, dude.

1:36

Di- didn't you mean like the road that

1:38

led us to it? At the scene level this is

1:40

not a problem. But if the entire session

1:42

stays at the same temperature everything

1:45

starts to blur together and it leads

1:48

that uncomfortable forgettable session

1:50

feel we all know and

1:52

don't love. It sucks. We hate it. Why

1:54

are you looking at me? I hate it, too.

1:57

Even the internal monologue guy does.

2:00

And that was true.

2:02

But thankfully, there's a solution. This

2:04

happens because when we spend a lot of

2:06

time thinking about what we're putting

2:08

in there, we forget to think about the

2:10

shape of the session, aka rhythm. The

2:14

good news is the fix is simple. We need

2:17

dynamics and contrast. And to do this, I

2:19

like to use something I'm a bit obsessed

2:20

with that I call tension pairs, like

2:24

quiet versus loud, funny versus sad,

2:26

slow versus fast, epic versus

2:27

introspective, etc. Using pairs of

2:30

opposite concepts helps create more

2:32

immersive sessions because one, it

2:35

allows you to make sure you are thinking

2:36

about variety and naturally creating

2:39

that rhythm. And two, more importantly,

2:42

it's a good way to include the players'

2:44

emotions and the effect you want your

2:46

prep to have in your prep, which makes

2:49

it way easier to then create that

2:51

feeling at the table. The trick is to

2:52

then work on the shift from one to the

2:54

other. Two changes per session is enough

2:57

and it will immediately give it shape

2:59

because we're whole human and contrast

3:01

helps us feel just like when the chorus

3:04

hits in a great song. So, let's go back

3:06

to this old forest.

3:07

>> Yes, I think he needs help. Right now,

3:10

it has that single unmistakable old

3:12

forest emotional temperature, the

3:14

vanilla mystery one.

3:15

>> God, I wish it was vanilla. I love

3:17

vanilla. So, let's sprinkle in some

3:20

tension pairs. I think I want to work

3:21

with quiet and tense. As you progress in

3:25

the forest, you can't help but notice

3:27

how silent everything is. Let me guess,

3:32

you, as a ranger, you notice that birds

3:35

should be singing,

3:37

but they aren't. Oh. But then, they hear

3:40

something. Like maybe a branch snaps

3:42

somewhere they can't see, or they hear a

3:44

sound that doesn't belong in the forest

3:46

at all. As a ranger,

3:49

do I know what that sound was?

3:51

>> Let's see. Make her survival check,

3:53

please.

3:55

You can then have some kind of random

3:56

encounter planned or maybe an

3:59

environmental puzzle. You pick.

4:01

So, yes, that was just the sound of a

4:04

very cool YouTuber asking you to help

4:06

him out by making sure you're subscribed

4:08

to his channel because 80% of regular

4:10

viewers aren't.

4:13

Do we get more experience points if we

4:15

do?

4:15

>> Mhm. And a rare magic item of your

4:17

choice as well. The point is Thinking in

4:19

terms of pairs both helps us map out the

4:21

structure of the session and think more

4:23

about the emotional journey of the

4:25

players. Okay, but how do I make this

4:27

tonal shift impossible to miss because

4:29

my players here are so busy being

4:32

players and just keep looking at the

4:34

players handbook. You know, they just

4:36

can't seem to remember their spell

4:38

descriptions. Hey. Dude. Yeah. We

4:42

do do that, don't we?

4:44

I'm sorry.

4:45

Keep going. Well, we need our second

4:48

secret level to grab their attention. If

4:50

you're just using words, there's a limit

4:52

to how captivating you can become and

4:54

you're asking the players imagination to

4:56

fill in the blanks. It's like one of

4:58

those weird French films with just

5:01

dialogue and no music. Directors

5:04

understood a long time ago that they

5:05

could use it to help the audience

5:07

experience their story more intensely.

5:09

>> Wait.

5:10

I use music.

5:12

What? It It's right there. Look. Well,

5:16

the thing is I think most DMs use music

5:18

like some kind of audio wallpaper. They

5:21

go to YouTube or Spotify, type fancy

5:24

ambient chill or fantasy combat music,

5:26

and then forget about it for 3 hours.

5:29

All right. Yes, maybe that last stand

5:32

epic combat music that makes you feel

5:33

like a warrior wasn't the right pick for

5:35

the tavern role play bits.

5:38

Happy? I mean, we've all done it, but

5:40

the real problem, even if you don't have

5:41

such terrible tone mismatches, is that

5:44

it treats music as decoration and not as

5:47

a layer that's adding something to the

5:49

session, which is a shame because music

5:51

can create deep emotions in just a few

5:53

seconds. Please tell him how to fix

5:55

this. I think the best way is to use the

5:57

music as an accelerator of the contrast

6:00

pair idea we saw in the first level and

6:02

you change tracks when that change

6:04

happens. That way both techniques

6:06

reinforce each other. It makes it easier

6:08

to land that vibe shift and to not

6:10

forget to change the track because now

6:12

it plays a functional role in the

6:14

session and contributes to its shape.

6:16

So, for our forest, for the quiet bits,

6:18

we could have low ambient sounds, maybe

6:21

a subtle wind sound effect or distant

6:25

water. And then, when you have that

6:26

snapping branch thing, well, first you

6:29

can play that, but you can introduce

6:31

some music, too. Many things can work

6:33

and will have different results

6:35

depending on what you plant. A dark

6:37

music can announce a fight against

6:40

undead, for example, or a more ambient

6:42

one, some kind of puzzle. Pick what you

6:45

like, but the bit is you're helping to

6:48

shape the session further. If you're

6:50

working with three tension pairs, that's

6:52

six soundtracks to prepare. But the cool

6:54

thing is, because you're working with

6:56

general emotions, you can spend a bit of

6:58

time to craft a few soundtracks and then

7:01

reuse them across several sessions. Come

7:04

on. I'm not that lazy.

7:07

It's okay, dude.

7:08

I won't judge.

7:09

>> Well, thank god you won't judge. You're

7:11

a player. I know you're not really lazy,

7:13

but we don't like burnouts. So, maybe

7:15

make a custom one only for the really

7:17

important scenes or when you feel

7:19

inspired and want it deeper. We're not

7:21

scoring a film here, but using our

7:23

second secret level to boost the effects

7:25

of the first one. Isn't there an easy

7:27

way to do this? Having a dozen browser

7:31

tabs open doesn't feel all that

7:33

practical. Well, actually, if you don't

7:35

know where to find high-quality music

7:37

and sound effects, I need to tell you

7:39

about the sponsor of today's video. The

7:41

guys at Amzole Suite are launching two

7:44

new tools on BackerKit, Harp and Scry.

7:47

And Harp is a tool that allows you to do

7:48

just that. It is built to help you

7:50

manage your soundscape during your

7:52

session with very clever features to

7:54

help you highlight those emotional

7:55

shifts and a randomness engine that

7:58

keeps things from feeling repetitive.

8:00

They're working with human composers and

8:02

studios who worked on Black Mirror or

8:04

more recently Gloomhaven: Jaws of the

8:06

Lion to create unforgettable

8:09

sound layers for your games. In

8:11

addition, Scry is a tool that helps

8:13

players and DMs interact with one

8:15

another during and between sessions and

8:17

allows them to share secrets, journal,

8:20

use mind maps, and even fight the final

8:22

boss of any tabletop role-playing game,

8:25

aka scheduling. Both these tools will be

8:27

compatible with their existing products,

8:29

Lore and Tone, which help with

8:31

world-building and the note-taking side

8:33

of prep. And I really love them. The

8:35

BackerKit campaign starts today on the

8:37

5th of May 2026 and they're very cool

8:40

people, so just check out the link in

8:42

the description. And speaking about

8:44

communication at the table, this takes

8:46

us to our third secret level of D&D

8:48

prep. Tell me if this sounds familiar.

8:51

As you arrive in the clearing, you see

8:53

half-burnt logs in the center of a small

8:56

stone circle. Oh.

8:58

Maybe the scout slept here before. Sure.

9:01

All right. Um I look around and check

9:04

for anything out of the ordinary. Sure.

9:08

What about you? Um

9:10

I um

9:13

look around and try to find anything out

9:16

of the ordinary. All right. Please make

9:18

an investigation check.

9:20

Ooh. Yes. Nice.

9:23

>> Okay, so looking around, you find an old

9:26

journal and a strangely familiar piece

9:30

of cloth. Oh.

9:32

>> This dark, thick wool. The scout's

9:35

cloak.

9:37

We're on the right track. I mean,

9:39

there's absolutely nothing wrong with

9:40

that. But, this is a take things to the

9:43

next level type of video. So, how do we

9:46

do that? Because when every player knows

9:48

the same things, you avoid party splits,

9:51

which is nice, but the group kind of

9:53

starts moving forward as the single

9:55

block. And players end up not talking as

9:58

much, which means less opportunities for

10:01

role play and character development.

10:03

>> Yeah, dude. We should role play more.

10:05

Sure, but uh

10:08

I'm a lone wolf kind of guy.

10:11

Ranger. Remember?

10:13

If the next step can fix him,

10:15

I think I'm even going to support this

10:17

dude on Patreon. Well, our third secret

10:20

level won't magically turn antisocial

10:22

players into team players, but it will

10:24

allow us to engineer more emergent role

10:26

play moments by making the information

10:28

flow asymmetric on purpose. So, secrets?

10:33

Yes, kind of, but with a specific shape.

10:36

I think secrets and clues work better

10:38

when you treat them as puzzles. You

10:40

prepare several small pieces, you make

10:43

sure there are several ways for players

10:44

to find them, and you give them to

10:46

different players. This helps the role

10:48

play to happen naturally because if they

10:50

want the complete clue or secrets, they

10:53

need to interact and share information.

10:56

So, they will theorize, take different

10:57

sides, etc.

11:03

Nice. Okay, so you find this hidden in a

11:08

tree stump nearby. Oh.

11:12

Cool. I'm sure that's a sub par clue.

11:14

What even is that? Sorry, that's

11:17

Ranger slang. And you find this in the

11:21

grass just outside the clearing. What I

11:23

love about this is that the conversation

11:25

the players will have can lead to

11:27

theories you didn't prepare for and make

11:29

the game more exciting for everyone. In

11:31

our example, maybe the DM initially

11:34

thought the scout fled in a hurry and

11:36

forgot some of their things and the

11:37

clues were just a way to point the

11:39

players in the right direction. So,

11:42

did you get a premium clue?

11:45

How do you know ranger slang?

11:46

>> What, guys?

11:48

What'd you do? Sorry. Um

11:51

I approached the wizard.

11:52

>> I'm a sorcerer. I say I found this

11:55

dagger

11:56

wrapped in cloth.

11:58

It belongs to the scout. I'm sure. And I

12:01

found this. It's a journal entry. It

12:03

says they were afraid of something, but

12:05

I could tell. Sounds like a diversion.

12:08

He would never part with his dagger. I

12:10

first thought he was on the run given

12:11

the journal, but I agree with you,

12:14

ranger. He will come back.

12:16

This is a setup. He's smarter than this.

12:18

If we want to find him, we need to stay

12:20

here.

12:21

>> All right.

12:24

Sure.

12:24

>> Uh just my my character name is

12:27

>> We've been over this. I'm not calling a

12:28

fantasy ranger Steve. Thank you.

12:31

Different clues can either tell

12:32

different stories or different sides of

12:34

the same one. And the beauty of this

12:36

approach is that it's the player

12:38

interaction that decides. Players can

12:40

still role-play and come up with

12:41

theories when the secrets and clues come

12:43

as complete blocks. Yes, but this puzzle

12:46

approach greatly increases the chances

12:48

of a cool interaction because not seeing

12:51

the complete thing at once gives each

12:53

individual player a chance to come up

12:55

with a different theory when they only

12:57

have access to a partial information.

13:00

And the DM just gets to sit back and

13:01

watch paying attention to what is being

13:03

said while the game runs itself for 20

13:05

minutes. And this tells them where to

13:07

take things next. All right. So, that

13:10

night, as you're waiting patiently,

13:13

you hear footsteps approaching quietly.

13:16

You avoid railroading, get ammunition

13:19

for what comes next, and get to be

13:21

considered a genius when their theory

13:22

was either correct. It's the scout.

13:26

>> Wow, I can't believe we got this right

13:28

or almost correct with four-armed

13:32

bandits.

13:32

>> This is even better. So, for your next

13:34

session, just identify one or two key

13:36

situations where it would make sense to

13:38

have different secrets or clues. Write

13:40

them on little cards and give them to

13:42

the players when they ask for that

13:43

check. You don't write a mystery novel,

13:46

but you help create the conditions for a

13:48

conversation. This is cool. Now, the

13:51

session will have an emotional shape, a

13:53

cool soundtrack, and an engine that

13:55

creates cool role-play and twists on

13:57

autopilot.

13:59

But what about me? Right, the DM is a

14:01

player, too. So, I think it's very

14:03

important that we try our best to make

14:05

the game more immersive for the DM as

14:08

well. And prep can help us do just that

14:10

with our fourth secret level, texture.

14:13

The goal of this step is to get you in

14:14

the mood and excited to run the session.

14:17

And the way I love to do it is to try to

14:18

pick a few power words or expressions to

14:21

help me communicate the images I have

14:24

prepared. I

14:26

Isn't that risky, though? The players

14:28

might think I'm trying to tell the story

14:30

at them. Well, no, I don't think so.

14:33

Because DMs spend a lot of time tracking

14:36

logistical details and preparing

14:38

mechanical elements that need to make

14:40

sense and create a fun experience for

14:43

everyone at the table. And it can

14:45

sometimes drain the fun out of the game

14:48

or lead to the dreaded DM burnout thing.

14:51

So, when you spend 5 minutes to write

14:53

something you are excited about The

14:56

stone feels cold

14:58

like a blue February morning. Or

15:00

whatever the equivalent you version of

15:02

this is, you're not just preparing a

15:04

detail or writing a book, but you're

15:06

getting excited and stepping into the

15:08

world before the players do. You're

15:10

creating the conditions to become the

15:12

world for your players, which makes it

15:14

way easier to do all the other stuff you

15:16

must do as the DM. Describing things,

15:18

reacting to the players, and even voices

15:20

if you're into those all become easier.

15:22

And that is because the texture level is

15:24

is your warm-up, and it makes prep feel

15:27

like a game already instead of homework.

15:29

You become a player of your own game for

15:32

5 minutes, and it changes how you show

15:34

up at the table. So, maybe in our old

15:36

forest, there is mist.

15:39

Like a thick fog that clings to the

15:42

ranger's armor

15:44

like a wedding veil and a cathedral

15:46

silence

15:47

that commands humility. That's

15:50

beautiful. It's wordy.

15:52

Is what it is. Look, I'm sorry if you

15:54

don't like those. I'm French. They make

15:56

us learn Victor Hugo in school. I don't

15:58

pay attention. The point is, find a

16:00

version you like. It doesn't have to be

16:02

this flowery. It needs to make you

16:04

excited to share it with the players

16:06

because that's when you'll be the best.

16:09

I suggest you try to come up with three

16:11

or four of those per situation. One

16:13

image, one smell, one sound is a good

16:15

place to start. They're not scripts you

16:17

must use. It's all about anchoring

16:20

yourself. When you write them and read

16:21

them before the session, they will pull

16:24

you into the world, and it simply

16:25

becomes easier to meet your players

16:27

there. So, we started with a party

16:30

entering some cliché old forest looking

16:32

for a missing scout, which was okay, but

16:34

nothing special. And we kept the core of

16:37

this idea, but we've made it better by

16:40

thinking about table dynamics, how to

16:42

engineer your role play, how to do it by

16:44

adopting a show, don't tell approach

16:45

with music, and how to run it by making

16:48

sure we're excited and playing, too.

16:51

These four levels all have something

16:53

very important in common. None of them

16:55

make you control exactly what happens,

16:58

but they allow you to design the

17:00

conditions for something memorable to

17:03

happen on its own. I think as DMs, we're

17:05

very lucky because we just get to build

17:08

cool toys, and it's kind of like our

17:10

whole private mini-game we can play

17:12

without having to go through scheduling

17:14

and whenever we want. I'm not saying you

17:16

need all four of these levels for every

17:18

single situation in every single

17:20

session, but maybe try it out. Just pick

17:23

one of these and add it to your next

17:25

game. My point is, I think you should

17:27

try to prep wider instead of longer. But

17:30

now, we still have a problem because

17:32

everything we talked about today is

17:33

about making individual sessions feel

17:35

alive, which is cool, but a single great

17:38

session can't save a campaign that

17:39

doesn't have the right foundations. So,

17:42

how do you make sure your campaign idea

17:44

is good enough? Well, click on this

17:47

video next to learn a systematic

17:49

six-step diagnosis process that will

17:50

turn any campaign idea into something

17:53

amazing.

Interactive Summary

This video introduces a four-level framework for improving D&D prep, designed to transform generic session ideas into immersive experiences. The levels include: establishing rhythmic dynamics using 'tension pairs,' strategically using music to reinforce mood, creating asymmetric information through puzzle-like secrets to encourage player interaction, and using descriptive 'texture' to keep the DM engaged. The method emphasizes creating conditions for memorable gameplay rather than railroading, making prep a more enjoyable process for the DM.

Suggested questions

4 ready-made prompts