Common Mistake: Prepping Plot Instead of Scenes
Many first‑week GMs spend hours drafting a linear plot with a clear beginning‑middle‑end, only to find players ignore the main hook, wander into side corners, or hit a wall because the story wasn’t built for their choices. This usually leads to railroading, frustration, or GM burnout by session two.
How to avoid it: Prepare three scene seeds instead of one plot. A scene seed is a self‑contained situation with an interesting complication (e.g., “a locked gate guarded by a nervous veteran,” “a tavern brawl that starts mid‑drink,” “a crypt entrance with a fresh body”). Write each on a notecard or quick note. During the session, let players choose which seed engages them, run that scene fully, then note what they leave behind for later. The other two seeds stay hot for the next session.
Why it works: You’re not investing time in content players might ignore. You’re giving them agency from minute one, keeping pacing tight, and leaving prep flexible for whatever they actually do.