id: session_outline title: Session Outline type: session_outline level: module purpose: Plan and track individual game sessions author: Mimir Team variables:
- name: session_number type: number description: Session number default: 1 required: true
- name: session_title type: string description: Session title default: “[Session Title]” required: true
Session {{session_number}}: {{session_title}}
Date: [Date]
Module: [Current Module]
Expected Duration: [X hours]
1. Review Characters
Party Status
| Character | Player | HP | Resources | Personal Goal |
|---|---|---|---|---|
| [Name] | [Player] | [Current/Max] | [Spell slots, etc] | [What they want] |
| [Name] | [Player] | [Current/Max] | [Spell slots, etc] | [What they want] |
| [Name] | [Player] | [Current/Max] | [Spell slots, etc] | [What they want] |
| [Name] | [Player] | [Current/Max] | [Spell slots, etc] | [What they want] |
Recent Events Affecting Characters
- [Character]: [What happened to them specifically]
- [Character]: [What happened to them specifically]
2. Create a Strong Start
Opening Scene
Location: [Where]
Situation: [What’s happening as we begin]
Immediate Decision: [What choice faces the PCs]
Previously On…
[1-2 sentence recap of last session ending]
3. Outline Potential Scenes
Design to fit your session length
Session Arc for [X]-Hour Session
Structure: [e.g., “Setup → Investigation → Combat → Cliffhanger”]
Target Ending: [Natural stopping point you’re aiming for]
Expected Scenes
- [Opening Scene Name]: [Purpose and likely outcome] (~[X] min)
- [Development Scene]: [Purpose and likely outcome] (~[X] min)
- [Development Scene]: [Purpose and likely outcome] (~[X] min)
- [Climax Scene]: [Purpose and likely outcome] (~[X] min)
- [Ending/Cliffhanger]: [Where we aim to end] (~[X] min)
Contingency Scenes
- If PCs go to [location]: [What happens]
- If PCs talk to [NPC]: [What they learn]
- If PCs avoid [thing]: [Consequence]
4. Define Secrets and Clues
Core Information (PCs Should Learn)
- [Critical clue]: Found via [method 1], [method 2], or [method 3]
- [Critical clue]: Found via [method 1], [method 2], or [method 3]
- [Critical clue]: Found via [method 1], [method 2], or [method 3]
Bonus Secrets (Rewards for Exploration)
- [Interesting detail]: [Where it’s hidden]
- [Character-specific info]: [Who it relates to]
- [World lore]: [How it’s revealed]
- [Future hook]: [What it sets up]
- [Red herring]: [Misleading but interesting]
- [NPC secret]: [Personal information]
- [Hidden treasure]: [Location and guards]
5. Develop Fantastic Locations
Location 1: [Name]
First Impression: [What PCs notice immediately]
Three Fantastic Aspects:
- [Unique visual feature]
- [Atmospheric detail]
- [Interactive element]
Location 2: [Name]
First Impression: [What PCs notice immediately]
Three Fantastic Aspects:
- [Unique visual feature]
- [Atmospheric detail]
- [Interactive element]
6. Outline Important NPCs
Featured NPCs This Session
| Name | Appearance | Personality | Wants | Useful Info |
|---|---|---|---|---|
| [Name] | [1 memorable trait] | [2 characteristics] | [Immediate goal] | [What they know] |
| [Name] | [1 memorable trait] | [2 characteristics] | [Immediate goal] | [What they know] |
NPC Relationships
- [NPC] thinks [NPC] is [opinion because reason]
- [NPC] needs [NPC] for [specific purpose]
7. Choose Relevant Monsters
Potential Combat Encounters
| Encounter | Monsters | Difficulty | Environment | Tactics |
|---|---|---|---|---|
| [Name] | [Number and type] | [Easy/Med/Hard/Deadly] | [Terrain features] | [How they fight] |
| [Name] | [Number and type] | [Easy/Med/Hard/Deadly] | [Terrain features] | [How they fight] |
Non-Combat Creatures
- [Creature]: [How PCs might interact peacefully]
- [Creature]: [What service/info they provide]
8. Select Magic Item Rewards
Treasure Parcels
| Item | Location | Guardian | Attunement? |
|---|---|---|---|
| [Item name and rarity] | [Where found] | [What protects it] | Yes/No |
| [Consumable] | [Where found] | [How obtained] | No |
Story Rewards
- Achievement: [What it grants access to]
- Information: [How it advances plot]
- Ally: [Who they’ve earned trust of]
- Reputation: [How perception changes]
Session Materials Checklist
- Initiative tracker ready
- NPC stat blocks bookmarked
- Maps printed/loaded
- Handouts prepared
- Rules referenced checked
- Music playlist queued
- Props gathered (if any)
- Backup dice available
Floating Elements
Encounters/scenes that can happen anytime if pacing needs adjustment
Social: [Quick NPC interaction]
Combat: [Simple encounter]
Discovery: [Minor secret/treasure]
Complication: [Minor obstacle]
Post-Session Reminder
- Update character resources
- Note major decisions
- Track treasure given
- Record NPC impressions
- Plan next session’s start