Session Outline (Archived)
The template’s metadata:
---id: session_outlinetitle: Session Outlinetype: session_outlinelevel: modulepurpose: Plan and track individual game sessionsauthor: Mimir Teamvariables: - 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}}
Section titled “Session {{session_number}}: {{session_title}}”Date: [Date]
Module: [Current Module]
Expected Duration: [X hours]
1. Review Characters
Section titled “1. Review Characters”Party Status
Section titled “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
Section titled “Recent Events Affecting Characters”- [Character]: [What happened to them specifically]
- [Character]: [What happened to them specifically]
2. Create a Strong Start
Section titled “2. Create a Strong Start”Opening Scene
Section titled “Opening Scene”Location: [Where]
Situation: [What’s happening as we begin]
Immediate Decision: [What choice faces the PCs]
Previously On…
Section titled “Previously On…”[1-2 sentence recap of last session ending]
3. Outline Potential Scenes
Section titled “3. Outline Potential Scenes”Design to fit your session length
Session Arc for [X]-Hour Session
Section titled “Session Arc for [X]-Hour Session”Structure: [e.g., “Setup → Investigation → Combat → Cliffhanger”]
Target Ending: [Natural stopping point you’re aiming for]
Expected Scenes
Section titled “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
Section titled “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
Section titled “4. Define Secrets and Clues”Core Information (PCs Should Learn)
Section titled “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)
Section titled “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
Section titled “5. Develop Fantastic Locations”Location 1: [Name]
Section titled “Location 1: [Name]”First Impression: [What PCs notice immediately]
Three Fantastic Aspects:
- [Unique visual feature]
- [Atmospheric detail]
- [Interactive element]
Location 2: [Name]
Section titled “Location 2: [Name]”First Impression: [What PCs notice immediately]
Three Fantastic Aspects:
- [Unique visual feature]
- [Atmospheric detail]
- [Interactive element]
6. Outline Important NPCs
Section titled “6. Outline Important NPCs”Featured NPCs This Session
Section titled “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
Section titled “NPC Relationships”- [NPC] thinks [NPC] is [opinion because reason]
- [NPC] needs [NPC] for [specific purpose]
7. Choose Relevant Monsters
Section titled “7. Choose Relevant Monsters”Potential Combat Encounters
Section titled “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
Section titled “Non-Combat Creatures”- [Creature]: [How PCs might interact peacefully]
- [Creature]: [What service/info they provide]
8. Select Magic Item Rewards
Section titled “8. Select Magic Item Rewards”Treasure Parcels
Section titled “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
Section titled “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
Section titled “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
Section titled “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
Section titled “Post-Session Reminder”- Update character resources
- Note major decisions
- Track treasure given
- Record NPC impressions
- Plan next session’s start