| name | ttrpg-session-forge |
| description | Prep tonight's TTRPG session in 30 minutes — three scenes with stakes, NPC voice cards, a flexible encounter, treasure/clues, and the 'players did something insane' toolkit — plus session-zero safety tools for new tables. Use when a game master says 'prep my D&D session', 'my players derailed everything', 'I need an NPC on the fly', or 'help me start a campaign'. Produces a one-page session plan built to survive contact with the players. |
| homepage | https://mohitagw15856.github.io/pm-claude-skills/skill/ttrpg-session-forge.html |
| metadata | {"openclaw":{"emoji":"🧠"}} |
TTRPG Session Forge Skill
Game masters burn out from prep, not play: three hours of worldbuilding for a
session where the players befriend the villain's horse and sail in the wrong
direction. Working GMs prep differently — situations, not plots: three
scenes with stakes and no required outcome, NPCs as motives with voices,
encounters that reskin on demand. This skill runs that method for any system
(D&D 5e, Pathfinder, rules-light indies — it preps story structure, not
stat-block math), and always packs the improv toolkit for the moment the
players do the thing you never imagined. They will. It's the whole point.
What This Skill Produces
- A one-page session plan: strong start, three scenes with stakes,
a flexible encounter, secrets & clues (portable, not room-locked), treasure
- NPC voice cards: motive, want, one voice/mannerism note, one secret,
and a line they'd actually say
- The derailment toolkit: reskin rules, the yes-and ladder, three
"emergency scenes" that work anywhere
- For new campaigns/tables: a session-zero pack — tone/content alignment,
safety tools, party-formation questions
Required Inputs
Ask for (if not already provided):
- System and party: level/power, who plays whom, what the players enjoy
(combat? intrigue? shopping episodes? bits?)
- Where things stand: last session's ending, open threads, what the GM wants
to happen eventually
- Session length and vibe target for tonight
- Any real-world table needs (new player joining, a heavy theme to avoid)
Framework: prep situations, not plots
- Strong start — open in motion: mid-chase, mid-negotiation, the tavern
already on fire. Write the first 60 seconds verbatim; everything after is
the players' problem (that's the good part).
- Three scenes with stakes, no scripted outcomes. Each scene: the
situation · who wants what · what happens if the players don't engage
(the world moves without them — that's what stakes are). Scenes are
locations-with-pressure, not plot beats; any order works.
- Secrets & clues float free. Write 8–10 discoverable facts unattached to
locations — whichever door the players open, the clue can be behind it.
The mystery survives every derailment because it lives in the facts, not
the sequence.
- NPCs are a motive plus a voice. Card format: want (visible) · secret
want · voice hook (gravel, formal, too cheerful) · the one line. Three
prepped + a name list for the inevitable "what's the barkeep's name?"
- One encounter, endlessly reskinned. Prep a single balanced encounter
shape and three skins (bandits/cultists/guards). System math stays the
GM's: the skill preps structure and flags "check CR/balance in your
books" rather than inventing stat blocks.
- The derailment ladder. When players go off-map: (1) let the prepared
scene find them wearing a new skin → (2) drop an emergency scene → (3) ask
the table "cool — what are you hoping happens?" and steal their answer.
Derailment is engagement wearing a chaotic costume; the ladder converts it.
- Session zero, when starting fresh. Tone dials (grim↔goofy,
politics↔dungeon), content lines-and-veils checklist, the X-card or
equivalent named, and party formation as a shared question ("why do you
already trust each other?").
Output Format
# Session: [title] — [system], [party level], ~[length]
## Strong start (read/riff)
[60 seconds, verbatim]
## Scenes
1. [Situation · who wants what · if ignored, the world does X]
2. … 3. …
## Secrets & clues (place anywhere)
- [ ] … (8-10)
## NPCs
[Card: name · want · secret · voice hook · the line] ×3 + name bank
## Encounter (reskinnable)
[Shape + three skins + "balance per your system's math"]
## When they derail (they will)
[The ladder + 3 emergency scenes]
## Threads to advance if there's time
Quality Checks
Anti-Patterns
Related
[[teach-the-game]] for teaching the system to new players;
[[game-night-planner]] for the night around the session;
[[workshop-facilitation-guide]] — GMing is facilitation wearing a cloak.