Does anyone else here keep formatted notes when they run the game? I do, and some of the other GMs I know do as well. I’ve noticed we all have our own system, and some have advantages and disadvantages. I’m curious about what different systems of notation might be out there.
Here’s mine:
I have a small MUJI notebook specifically for grind logs. At the top of the session I write the date, the players who participated, who delivered the prologue, and sometimes the adventure name and how many sessions it has been.
Then I have the following column headers:
# – Character – Skill -------- Ob – Light – P/F/√ – Note -----------
#
The grind turn, which I don’t number more than one or two lines in advance. If the action is a spell I will write “S” in this column, if it’s an instinct I write capital “I”. When the Grind hits, I circle the number, be it 4, 8, 16, etc.
Character
The name of the character who took the test.
Skill
The skill that was tested.
Ob
The obstacle. If it’s a versus test, I write “v” and the number of successes I rolled.
Light
Light tracking column. Sometimes I will write T for torch, C for candle, L for lantern, then draw a vertical line down through subsequent tests to track when it expires. This gets a bit fiddly with spells and prayers but it works well for parties who carry enough light to keep everyone in the bright.
I sometimes use another method when the party is very large, or if some characters end up in Dim or Dark lighting. I write the first letter of each character’s name in a circle based on their seat at the game table. Then I circle those in Bright light for the turn, and I cross out those in darkness.
P/F/√
Pass, Fail, Checks. If the test is passed, I will write a P, if it fails I write an F. If it was a saving throw, like against a trap, with multiple characters rolling on the same turn, I write something like P3 F1. Then I make a check mark for each check that was earned.
Note
Here I write one or two words to help remind me what went on, and what happened as a result. For example, if the party was climbing a cliff and the rest of the log tells me it was a failed dungeoneer test, all I need to write is “Cliff Exhausted” and I know that this was probably a conditional success.
It may seem like a lot of work, but with four years of practice I can reliably make these logs in varying states of stress and sobriety. They’re immensely useful when players are delivering the prologue, when people suddenly remember they forgot to log advancement, or when I’m writing up actual plays after the fact. Also, they’re fun to look back through when you’ve really forgotten what happened, and they make a great basis for actual data when you’re designing new rules.
Do you do anything like this? Any tips and tricks? Features I’m missing?