The GENIUS Of Brennan's D&D Prep — Transcript
Full transcript
- 0:00Brennan Lee Mulligan runs multiple
- 0:02campaigns, improvises 80% of what
- 0:04happens, and somehow his games feel more
- 0:07structured than those of DMs who script
- 0:09everything. Meanwhile, you're stuck in
- 0:12the DM paradox. Either prep too much and
- 0:15you'll try to railroad players who will
- 0:17go off script or prep too little and
- 0:19your session will feel hollow. But the
- 0:21good news is Brennan solved this. He
- 0:24preps using a very simple system he
- 0:26calls making toys. And in this video, I
- 0:28will explain it to you, show you why it
- 0:30works, and it will change how you prep
- 0:32forever. So, here's what confused me for
- 0:35the longest time. [music] Brennan has
- 0:37said he works a lot for his games. But
- 0:40he has also mentioned in interviews that
- 0:42his prep and notes for his longunning
- 0:44home game used to be a giant Google doc,
- 0:46several hundred pages long, with
- 0:48absolutely no structure whatsoever. stat
- 0:51blocks, monsters, NPCs, maps, and names
- 0:54just there with only a loose idea of
- 0:57what the people in those places are
- 0:58trying to do. So, I kept thinking, "This
- 1:00can't be it. The guy is smart, but come
- 1:03on." And I started to dig a little
- 1:05deeper because I wanted to understand
- 1:07how it works. Brennan uses this toy
- 1:10analogy to describe his approach to
- 1:12prep. And the more I think about it, the
- 1:14more I found the metaphor absolutely
- 1:16amazing because toys are modular. And
- 1:19that is the central idea here. What do I
- 1:22mean by that? Well, take a toy firet
- 1:25truck for example. It doesn't care what
- 1:27story the kids invent with it. It has a
- 1:29set of characteristics, but it can work
- 1:31in a lot of games they'll create. The
- 1:33person who designed the toy had no idea
- 1:36how it was going to be used. They didn't
- 1:38know the kid who was going to end up
- 1:39playing with it. And yet it works.
- 1:42Brennan uses a very similar approach.
- 1:44When he preps an NPC, for example, he
- 1:46defines their overall personality and
- 1:49motivation, but not what they will say
- 1:51in the third scene of the fourth session
- 1:53of his campaign. Therefore, when the
- 1:55players choose to interact with that NPC
- 1:57out of the blue, he doesn't have a
- 1:59script. But he doesn't need one. He
- 2:01knows the broad strokes [music] of the
- 2:03NPC's personality and can deduce how
- 2:05they'd respond based on that and acts it
- 2:08out thanks to his improved background. I
- 2:10think a good way to look at this is like
- 2:12this. Most DMs prep like architects.
- 2:14They try to build those detailed plans
- 2:16anticipating exactly how the players
- 2:19will move through space and how
- 2:20conversations will unfold. But a toy
- 2:22maker like Brennan just makes building
- 2:25blocks and then they dump them in a toy
- 2:28chest. And somehow it works [music]
- 2:30better, which is offensive. I used to
- 2:33think so anyway. It shouldn't [music]
- 2:34work. When I first started DMing, I
- 2:36tried prepping less. Most DMs have. And
- 2:38before it clicked, in my case, when I
- 2:40started to just prep less and improvise
- 2:42more, my games got worse instead of
- 2:44better. My sessions felt aimless and my
- 2:47NPCs like they were all some version of
- 2:50Bob the inkeeper. So what makes
- 2:52Brennan's simple prep method different
- 2:55from just winging it? The answer is
- 2:56hiding somewhere most DMs never think
- 2:58about. And once you see it, you realize
- 3:00Brennan isn't actually preppingless at
- 3:03all. Your brain has severe limitations
- 3:05when it comes to holding information.
- 3:07working memory, the mental space where
- 3:09you do real-time thinking, can only
- 3:12handle about four to seven chunks of
- 3:14information simultaneously on a good
- 3:16day. This concept traces back to the
- 3:18research of a psychologist called George
- 3:21Miller in the 1950s. The exact number
- 3:24depends on various factors, but this
- 3:26core fact remains. Working memory is
- 3:29severely limited. It's the ceiling for
- 3:31what humans can reliably juggle in
- 3:33active memory at once. Now, please
- 3:36consider for one second the amount of
- 3:39things the average DM keeps struggling
- 3:41with. What just happened in the scene?
- 3:43What is each player currently doing?
- 3:45What do the NPCs know? Why don't they
- 3:48know? What's the current emotional tone?
- 3:50What are the upcoming threats? What's
- 3:52the weather like? Etc., etc. All of
- 3:55this. And somehow they need to make
- 3:57decisions about what happens next. Seven
- 4:00is just not a big enough number. Your
- 4:03working memory is already overloaded
- 4:05before you even start improvising
- 4:06anything new. And this is why just
- 4:09prepping less doesn't work. When you
- 4:11wing it, you're trying to create NPCs,
- 4:13invent locations, and design encounters
- 4:16all in real time while managing
- 4:18everything else. Your cognitive capacity
- 4:21is maxed out. And that's why everything
- 4:24feels weirdly sy and shallow when you
- 4:27improvise without preparation. You
- 4:29literally don't have the mental
- 4:30bandwidth for depth because you might be
- 4:33very smart, but you're still a human and
- 4:35you're using all your processing power
- 4:37just to keep up. Brandon's approach is
- 4:40different though. Cognitive load theory,
- 4:42which comes from educational psychology
- 4:44research, identifies three types of
- 4:46mental [music] load. Intrinsic load,
- 4:47which is the inherent difficulty of the
- 4:49task. Extraneous load, which is
- 4:51unnecessary information that doesn't
- 4:53help. And gerine load, which is building
- 4:56useful mental frameworks. When you prep
- 4:59by writing detailed scene descriptions
- 5:01[music] and dialogue, you're creating
- 5:03extraneous load. And then when you play,
- 5:06you're trying to remember and retrieve
- 5:08[music] specific text while trying to
- 5:11process what players do at the [music]
- 5:13same time. Your brain has to search
- 5:15through written information and figure
- 5:17out how it applies to what's actually
- 5:19happening. That's two demanding tasks
- 5:21competing for the same limited working
- 5:23memory. Plus, it makes it harder to
- 5:25adapt when players go off script, which
- 5:28often leads to railroading. But when
- 5:31Brennan makes a toy NPC [music] and just
- 5:34focuses on personality and motivation,
- 5:36he is doing something different. The
- 5:38information about the toy is moved into
- 5:41long-term memory as a pattern, not as
- 5:43text [music] to retrieve. So, when he
- 5:45starts playing, he's not searching for
- 5:47the right words he wrote. He's kind of
- 5:49generating responses based on [music] an
- 5:52understanding of who this toy or person
- 5:54is which he internalized. It becomes
- 5:57pattern recognition which is largely
- 5:59automatic and a lot easier on [music]
- 6:01working memory. So that's the first
- 6:03answer. Brennan's prep method isn't
- 6:06simpler. It's simply optimized for how
- 6:08human memory actually functions. He's
- 6:10strategically choosing what to preload
- 6:12into long-term memory so working memory
- 6:15stays available for real-time
- 6:16improvisation. But something still
- 6:19doesn't make sense. This explains
- 6:21efficiency, sure, why his brain doesn't
- 6:23get overwhelmed, but it doesn't explain
- 6:26creativity. Making sure your brain does
- 6:29not explode [music] is a good thing, and
- 6:31it helps you not drown. But why does
- 6:34this method make your games better? Why
- 6:35do Brennan's improvised NPCs feel more
- 6:38alive than fully scripted ones? Well,
- 6:41it's because when you free up working
- 6:42memory, something else becomes possible.
- 6:45something most DMs don't experience
- 6:47consistently. But before I go on, I want
- 6:50to share something with you. According
- 6:52to my analytics, many of you guys watch
- 6:55these videos but aren't subscribed to
- 6:57the channel yet. So, I would like to
- 6:59make a deal with you Warlock style. If
- 7:02you could do me a huge favor and hit
- 7:04that subscribe button, I will work
- 7:05obsessively to make these videos better
- 7:08and better and better. I'm still a small
- 7:10channel and it's hard to overstate how
- 7:13much this helps. A bigger channel means
- 7:15more reach and ultimately more resources
- 7:18for me to help you guys have more fun
- 7:20playing this game we all love. All
- 7:21right, so what does happen when you free
- 7:24up working memory? Well, let me ask
- 7:26[music] you a question. Have you ever
- 7:28felt this at your table? A moment where
- 7:30DMing feels effortless? It's like time
- 7:33stops existing and ideas flow naturally.
- 7:35You don't have to [music] think to give
- 7:37amazing descriptions and your NPC voices
- 7:40just sound convincing. DMs do not have
- 7:43the monopoly on this feeling. It is
- 7:45called flow [music] state and musicians,
- 7:47athletes, and artists are all familiar
- 7:50with it. It's not magic or talent, but
- 7:52an actual documented psychological
- 7:55phenomenon. [music]
- 7:56Mihi San Mihi, a Hungarian American
- 7:58psychologist, spent a long time working
- 8:00on this concept. He found that entering
- 8:03flow requires three conditions. Clear
- 8:05goals, immediate feedback, and challenge
- 8:08matching your skill level. Without all
- 8:10three present, you can't enter flow. But
- 8:12when they align, something you can
- 8:14actually measure happens to the brain.
- 8:17During flow, research shows the part of
- 8:19your brain that handles self-monitoring
- 8:21and evaluative judgment shows reduced
- 8:23activity. Essentially, you stop
- 8:25second-guessing yourself. And studies on
- 8:27flow states have found that creative
- 8:29problem solving performance increases
- 8:31substantially during flow. It happens
- 8:33because you're making novel combinations
- 8:35between ideas without using the dreaded
- 8:38is this good enough filter a lot of us
- 8:41are familiar with. So back to Brennan
- 8:43and his toys. Suddenly it makes more
- 8:45[music] sense. The three pillars are
- 8:47present here. We have clear goals, you
- 8:49know, prepared scenarios with
- 8:51established NPCs pursuing goals that
- 8:53players [music] can interact with.
- 8:55Immediate feedback, player reactions
- 8:57tell him instantly what's working and
- 8:59what isn't, and balanced challenge.
- 9:01[music] His toys or building blocks give
- 9:04him tools to respond with, so unexpected
- 9:07player actions feel manageable, not
- 9:09overwhelming. [music] Let's compare with
- 9:11different approaches. When you overprep,
- 9:13players end up skipping your planned
- 9:15scenes. So there is no feedback loop
- 9:17connecting your preparation to their
- 9:18engagement. And flow, if you reached it,
- 9:21breaks. When you underprep, you're
- 9:23trying to create everything from
- 9:24scratch. So the challenge is too big.
- 9:27And flow just does not start. Bren's
- 9:29method hits the [music] sweet spot. And
- 9:31that's why this produces better creative
- 9:33output. Cognitive optimization makes it
- 9:36easier to enter flow state. [music] And
- 9:38flow state is where that beautiful
- 9:40inspiring creativity happens. But
- 9:43Brennan isn't a neuroscientist or a
- 9:45psychologist. And I seriously doubt he
- 9:47learned this from some textbook, [music]
- 9:49which means he must have discovered this
- 9:51method doing tons of improv [music] and
- 9:54just playing a lot. Which made me
- 9:56wonder, did other successful DMs
- 9:58discover the same thing? Matt Mercer,
- 10:01Matthew Kovville, Chris Perkins or Abria
- 10:03Youar for example, all [music] advocates
- 10:06essentially for the same philosophy.
- 10:08Modular preparation is better than
- 10:10linear planning. Toys or building blocks
- 10:12or however you want to call them work
- 10:14better than rigid prep. But the
- 10:16interesting part is they all discovered
- 10:18this through different paths. Matt
- 10:20Mercer arrived there through extensive
- 10:23worldbuing and production experience. He
- 10:25creates deep lore, but relies on
- 10:28floating encounters to keep the game
- 10:30flexible. Matthew Kovville came at it
- 10:32from a narrative design angle rather
- 10:35than following a script. He advises DMs
- 10:37to give villains clear goals and let the
- 10:40clock tick until the players [music]
- 10:42intervene. Chris Perkins has decades of
- 10:45professional D&D design experience, and
- 10:47his approach is onepage prep notes with
- 10:49most content improvised. They have
- 10:51different backgrounds and training, but
- 10:54all reached the same core conclusion
- 10:56about how to prepare effectively. When
- 10:58multiple successful people in a craft
- 11:00arrive at similar solutions, it suggests
- 11:02one of two things. Either you're looking
- 11:05at something fundamental about the
- 11:06activity itself, or you're seeing what
- 11:09works get selected for and copied. And
- 11:11either way, it's worth paying attention
- 11:13to. [music] In this case, it's the human
- 11:16cognitive limits meeting the
- 11:17requirements of realtime collaborative
- 11:20storytelling, [music]
- 11:21which means this isn't about being
- 11:23Brennan Lee Mulligan specifically. And
- 11:25[music] that's great news because it
- 11:27means the underlying principles can work
- 11:30for anyone, even if the professional
- 11:32improv training doesn't hurt. It's not
- 11:34about being some [music] kind of D&D
- 11:36genius. So, the question becomes, how do
- 11:39you actually implement this in your own
- 11:41games? Once you start thinking about
- 11:43prep in this way, things change. They
- 11:46did for me. You stop asking, "How much
- 11:48should I prepare?" and start asking,
- 11:50"What kind of preparation will allow me
- 11:53to improvise?" Start with Brennan's
- 11:55essential list. Stud blocks, maps,
- 11:57names, and a loose idea of what NPCs
- 12:00want. Pay special attention to what's
- 12:02missing from that list. Dialogue, plot
- 12:04beats, sin descriptions, and
- 12:06predetermined outcomes. Those aren't
- 12:09building blocks but scripts which
- 12:11constrain improvisation because they
- 12:13require you to steer towards specific
- 12:15content aka railroad. Yeah, okay. But
- 12:20this is still broad. What's the first
- 12:22thing I do? All right, fair enough. To
- 12:25make it stick, let me quickly walk you
- 12:27through a very concrete example and
- 12:29create a toy NPC together. Step one, ask
- 12:32yourself what I call the two core
- 12:34questions. First, what do they want and
- 12:37how do they pursue it? This is the
- 12:39engine [music] of the character. The
- 12:41rest just flows from there. Let's say
- 12:43we're building of no, a ctographer. What
- 12:47does he want? [music] I think he wants
- 12:48to be recognized as the ultimate expert
- 12:51on the region's geography. He wants his
- 12:53maps to be the maps, [music] those
- 12:56everyone uses. So, how does he work
- 12:58toward that goal? I think Ofim is
- 13:01obsessive and verifies everything. He
- 13:03won't publish anything he hasn't
- 13:05personally investigated, [music] which
- 13:07makes him insanely accurate, but also
- 13:10extremely slow. Step two, we work on
- 13:13performance hooks. We need something
- 13:15that makes Ofim very easy to perform at
- 13:18our table. Two things are enough, a
- 13:20physical detail and a speech pattern.
- 13:23Not a voice necessarily, but something
- 13:25to help us talk differently. So for
- 13:27physical, I think Ofim's hands are
- 13:30always stained with ink. And he tends to
- 13:33always catch what he's looking at
- 13:34depending on where [music] he is. It
- 13:36could be napkins, margins, even in the
- 13:38dirt with a stick. It adapts to any
- 13:41location. Speech wise, he constantly
- 13:44corrects himself mid-sentence, even over
- 13:46tiny details. I was there 3 weeks ago.
- 13:49No, wait, 17 days. Or [music] the
- 13:52distance is about 40 mi. Well, 38.3 if
- 13:56you take the ridge path. His need for
- 13:58precision is omnipresent, which makes
- 14:00him seem both knowledgeable and
- 14:02exhausting to talk to. Now, step three,
- 14:05we need an active problem. We can't not
- 14:08have this. We need to give our NPC
- 14:11something happening right now. It's not
- 14:13a backstory or potential plot hoax. He
- 14:15is dealing with this problem this week,
- 14:18whether the PCs cross his path or not.
- 14:20In our example, I think Ofim just
- 14:23discovered [music] that a rival
- 14:24cryptographer they can't stand published
- 14:27a map of the region of his [music]
- 14:29region, the one he's been mapping out
- 14:31for 3 years, but hasn't published yet
- 14:33because he wanted to verify just one
- 14:35[music] more thing. The rivals map is
- 14:37about 80% accurate, which means it will
- 14:39probably become the standard. His life's
- 14:41work could be ruined. And voila, our toy
- 14:45is ready to go and can work in many
- 14:47different situations. Players need a
- 14:49guide through the region. He really
- 14:51wants to prove his expertise. They
- 14:53mention the rivals map. He has strong
- 14:56opinions. They need cryptography work.
- 14:58He's available but distracted by this
- 15:00problem. They have information about the
- 15:02northern routes. Well, that's exactly
- 15:04what he needs, etc., etc. We didn't
- 15:07write dialogue or plan when he appears,
- 15:10but we can improvise him responding to
- 15:12anything because we've internalized his
- 15:14core [music] properties. Now, I want to
- 15:16be clear about something. I said there
- 15:18was no magic behind this and it's true,
- 15:21but there is work. Brennan is a
- 15:24professional improviser with years of
- 15:26training, so you probably won't match
- 15:28his performance [music] level
- 15:29immediately, but that's fine. You don't
- 15:31need to. The cognitive principles work
- 15:33at any skill level. Though, like any
- 15:36skill, you'll get better at applying
- 15:37them with practice. You're not trying to
- 15:40be Brandon, but to prep like him because
- 15:42it matches how your brain [music]
- 15:44actually works. This is what he and a
- 15:46lot of other protems seem to have
- 15:48figured out. The prep paradox isn't
- 15:50really a content problem at all, [music]
- 15:52but a cognitive one. The toy method
- 15:54isn't minimalist prep. It's optimized
- 15:56prep for human cognitive capabilities.
- 15:58And maybe the biggest contribution isn't
- 16:01even the technique, but the permission.
- 16:03[music] The permission to prepare
- 16:05differently while understanding you're
- 16:07actually preparing better and to trust
- 16:09the process even when it feels too
- 16:12simple. If you want to start
- 16:13implementing this technique, I've
- 16:15created after the full 15 morally gray
- 16:18NPCs using this exact template [music]
- 16:20you just saw me fill out. Each one has
- 16:23the core questions answered, the
- 16:25performance hooks ready, and an active
- 16:27problem to drop into your game. Plus, it
- 16:29includes blank templates so you can
- 16:30build your own using the same method.
- 16:32You can get it by itself, but it's also
- 16:34included in my Patreon along with all my
- 16:37video scripts, free tools, and access to
- 16:39private channels on my Discord server to
- 16:41help you become a better DM. Your
- 16:43support truly means the world and allows
- 16:46me to keep making this videos. So, links
- 16:48in the description if you want to check
- 16:50it out. All right, great. But if other
- 16:52pro DMs also know about this, why do
- 16:54Brennan's games hit so much harder?
- 16:56Well, I think this has to do with
- 16:58something almost everyone overlooks.
- 17:00What if Brennan was not just a DM, but
- 17:03something else entirely? So, click on
- 17:05this video next to find out what
- 17:06Brennan's secret is and how you can use
- 17:09it to become the best DM you can
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