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The GENIUS Of Brennan's D&D Prep — Transcript

by Edariad · 2,915 words · 454 segments · language en · Watch on YouTube

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  1. 0:00Brennan Lee Mulligan runs multiple
  2. 0:02campaigns, improvises 80% of what
  3. 0:04happens, and somehow his games feel more
  4. 0:07structured than those of DMs who script
  5. 0:09everything. Meanwhile, you're stuck in
  6. 0:12the DM paradox. Either prep too much and
  7. 0:15you'll try to railroad players who will
  8. 0:17go off script or prep too little and
  9. 0:19your session will feel hollow. But the
  10. 0:21good news is Brennan solved this. He
  11. 0:24preps using a very simple system he
  12. 0:26calls making toys. And in this video, I
  13. 0:28will explain it to you, show you why it
  14. 0:30works, and it will change how you prep
  15. 0:32forever. So, here's what confused me for
  16. 0:35the longest time. [music] Brennan has
  17. 0:37said he works a lot for his games. But
  18. 0:40he has also mentioned in interviews that
  19. 0:42his prep and notes for his longunning
  20. 0:44home game used to be a giant Google doc,
  21. 0:46several hundred pages long, with
  22. 0:48absolutely no structure whatsoever. stat
  23. 0:51blocks, monsters, NPCs, maps, and names
  24. 0:54just there with only a loose idea of
  25. 0:57what the people in those places are
  26. 0:58trying to do. So, I kept thinking, "This
  27. 1:00can't be it. The guy is smart, but come
  28. 1:03on." And I started to dig a little
  29. 1:05deeper because I wanted to understand
  30. 1:07how it works. Brennan uses this toy
  31. 1:10analogy to describe his approach to
  32. 1:12prep. And the more I think about it, the
  33. 1:14more I found the metaphor absolutely
  34. 1:16amazing because toys are modular. And
  35. 1:19that is the central idea here. What do I
  36. 1:22mean by that? Well, take a toy firet
  37. 1:25truck for example. It doesn't care what
  38. 1:27story the kids invent with it. It has a
  39. 1:29set of characteristics, but it can work
  40. 1:31in a lot of games they'll create. The
  41. 1:33person who designed the toy had no idea
  42. 1:36how it was going to be used. They didn't
  43. 1:38know the kid who was going to end up
  44. 1:39playing with it. And yet it works.
  45. 1:42Brennan uses a very similar approach.
  46. 1:44When he preps an NPC, for example, he
  47. 1:46defines their overall personality and
  48. 1:49motivation, but not what they will say
  49. 1:51in the third scene of the fourth session
  50. 1:53of his campaign. Therefore, when the
  51. 1:55players choose to interact with that NPC
  52. 1:57out of the blue, he doesn't have a
  53. 1:59script. But he doesn't need one. He
  54. 2:01knows the broad strokes [music] of the
  55. 2:03NPC's personality and can deduce how
  56. 2:05they'd respond based on that and acts it
  57. 2:08out thanks to his improved background. I
  58. 2:10think a good way to look at this is like
  59. 2:12this. Most DMs prep like architects.
  60. 2:14They try to build those detailed plans
  61. 2:16anticipating exactly how the players
  62. 2:19will move through space and how
  63. 2:20conversations will unfold. But a toy
  64. 2:22maker like Brennan just makes building
  65. 2:25blocks and then they dump them in a toy
  66. 2:28chest. And somehow it works [music]
  67. 2:30better, which is offensive. I used to
  68. 2:33think so anyway. It shouldn't [music]
  69. 2:34work. When I first started DMing, I
  70. 2:36tried prepping less. Most DMs have. And
  71. 2:38before it clicked, in my case, when I
  72. 2:40started to just prep less and improvise
  73. 2:42more, my games got worse instead of
  74. 2:44better. My sessions felt aimless and my
  75. 2:47NPCs like they were all some version of
  76. 2:50Bob the inkeeper. So what makes
  77. 2:52Brennan's simple prep method different
  78. 2:55from just winging it? The answer is
  79. 2:56hiding somewhere most DMs never think
  80. 2:58about. And once you see it, you realize
  81. 3:00Brennan isn't actually preppingless at
  82. 3:03all. Your brain has severe limitations
  83. 3:05when it comes to holding information.
  84. 3:07working memory, the mental space where
  85. 3:09you do real-time thinking, can only
  86. 3:12handle about four to seven chunks of
  87. 3:14information simultaneously on a good
  88. 3:16day. This concept traces back to the
  89. 3:18research of a psychologist called George
  90. 3:21Miller in the 1950s. The exact number
  91. 3:24depends on various factors, but this
  92. 3:26core fact remains. Working memory is
  93. 3:29severely limited. It's the ceiling for
  94. 3:31what humans can reliably juggle in
  95. 3:33active memory at once. Now, please
  96. 3:36consider for one second the amount of
  97. 3:39things the average DM keeps struggling
  98. 3:41with. What just happened in the scene?
  99. 3:43What is each player currently doing?
  100. 3:45What do the NPCs know? Why don't they
  101. 3:48know? What's the current emotional tone?
  102. 3:50What are the upcoming threats? What's
  103. 3:52the weather like? Etc., etc. All of
  104. 3:55this. And somehow they need to make
  105. 3:57decisions about what happens next. Seven
  106. 4:00is just not a big enough number. Your
  107. 4:03working memory is already overloaded
  108. 4:05before you even start improvising
  109. 4:06anything new. And this is why just
  110. 4:09prepping less doesn't work. When you
  111. 4:11wing it, you're trying to create NPCs,
  112. 4:13invent locations, and design encounters
  113. 4:16all in real time while managing
  114. 4:18everything else. Your cognitive capacity
  115. 4:21is maxed out. And that's why everything
  116. 4:24feels weirdly sy and shallow when you
  117. 4:27improvise without preparation. You
  118. 4:29literally don't have the mental
  119. 4:30bandwidth for depth because you might be
  120. 4:33very smart, but you're still a human and
  121. 4:35you're using all your processing power
  122. 4:37just to keep up. Brandon's approach is
  123. 4:40different though. Cognitive load theory,
  124. 4:42which comes from educational psychology
  125. 4:44research, identifies three types of
  126. 4:46mental [music] load. Intrinsic load,
  127. 4:47which is the inherent difficulty of the
  128. 4:49task. Extraneous load, which is
  129. 4:51unnecessary information that doesn't
  130. 4:53help. And gerine load, which is building
  131. 4:56useful mental frameworks. When you prep
  132. 4:59by writing detailed scene descriptions
  133. 5:01[music] and dialogue, you're creating
  134. 5:03extraneous load. And then when you play,
  135. 5:06you're trying to remember and retrieve
  136. 5:08[music] specific text while trying to
  137. 5:11process what players do at the [music]
  138. 5:13same time. Your brain has to search
  139. 5:15through written information and figure
  140. 5:17out how it applies to what's actually
  141. 5:19happening. That's two demanding tasks
  142. 5:21competing for the same limited working
  143. 5:23memory. Plus, it makes it harder to
  144. 5:25adapt when players go off script, which
  145. 5:28often leads to railroading. But when
  146. 5:31Brennan makes a toy NPC [music] and just
  147. 5:34focuses on personality and motivation,
  148. 5:36he is doing something different. The
  149. 5:38information about the toy is moved into
  150. 5:41long-term memory as a pattern, not as
  151. 5:43text [music] to retrieve. So, when he
  152. 5:45starts playing, he's not searching for
  153. 5:47the right words he wrote. He's kind of
  154. 5:49generating responses based on [music] an
  155. 5:52understanding of who this toy or person
  156. 5:54is which he internalized. It becomes
  157. 5:57pattern recognition which is largely
  158. 5:59automatic and a lot easier on [music]
  159. 6:01working memory. So that's the first
  160. 6:03answer. Brennan's prep method isn't
  161. 6:06simpler. It's simply optimized for how
  162. 6:08human memory actually functions. He's
  163. 6:10strategically choosing what to preload
  164. 6:12into long-term memory so working memory
  165. 6:15stays available for real-time
  166. 6:16improvisation. But something still
  167. 6:19doesn't make sense. This explains
  168. 6:21efficiency, sure, why his brain doesn't
  169. 6:23get overwhelmed, but it doesn't explain
  170. 6:26creativity. Making sure your brain does
  171. 6:29not explode [music] is a good thing, and
  172. 6:31it helps you not drown. But why does
  173. 6:34this method make your games better? Why
  174. 6:35do Brennan's improvised NPCs feel more
  175. 6:38alive than fully scripted ones? Well,
  176. 6:41it's because when you free up working
  177. 6:42memory, something else becomes possible.
  178. 6:45something most DMs don't experience
  179. 6:47consistently. But before I go on, I want
  180. 6:50to share something with you. According
  181. 6:52to my analytics, many of you guys watch
  182. 6:55these videos but aren't subscribed to
  183. 6:57the channel yet. So, I would like to
  184. 6:59make a deal with you Warlock style. If
  185. 7:02you could do me a huge favor and hit
  186. 7:04that subscribe button, I will work
  187. 7:05obsessively to make these videos better
  188. 7:08and better and better. I'm still a small
  189. 7:10channel and it's hard to overstate how
  190. 7:13much this helps. A bigger channel means
  191. 7:15more reach and ultimately more resources
  192. 7:18for me to help you guys have more fun
  193. 7:20playing this game we all love. All
  194. 7:21right, so what does happen when you free
  195. 7:24up working memory? Well, let me ask
  196. 7:26[music] you a question. Have you ever
  197. 7:28felt this at your table? A moment where
  198. 7:30DMing feels effortless? It's like time
  199. 7:33stops existing and ideas flow naturally.
  200. 7:35You don't have to [music] think to give
  201. 7:37amazing descriptions and your NPC voices
  202. 7:40just sound convincing. DMs do not have
  203. 7:43the monopoly on this feeling. It is
  204. 7:45called flow [music] state and musicians,
  205. 7:47athletes, and artists are all familiar
  206. 7:50with it. It's not magic or talent, but
  207. 7:52an actual documented psychological
  208. 7:55phenomenon. [music]
  209. 7:56Mihi San Mihi, a Hungarian American
  210. 7:58psychologist, spent a long time working
  211. 8:00on this concept. He found that entering
  212. 8:03flow requires three conditions. Clear
  213. 8:05goals, immediate feedback, and challenge
  214. 8:08matching your skill level. Without all
  215. 8:10three present, you can't enter flow. But
  216. 8:12when they align, something you can
  217. 8:14actually measure happens to the brain.
  218. 8:17During flow, research shows the part of
  219. 8:19your brain that handles self-monitoring
  220. 8:21and evaluative judgment shows reduced
  221. 8:23activity. Essentially, you stop
  222. 8:25second-guessing yourself. And studies on
  223. 8:27flow states have found that creative
  224. 8:29problem solving performance increases
  225. 8:31substantially during flow. It happens
  226. 8:33because you're making novel combinations
  227. 8:35between ideas without using the dreaded
  228. 8:38is this good enough filter a lot of us
  229. 8:41are familiar with. So back to Brennan
  230. 8:43and his toys. Suddenly it makes more
  231. 8:45[music] sense. The three pillars are
  232. 8:47present here. We have clear goals, you
  233. 8:49know, prepared scenarios with
  234. 8:51established NPCs pursuing goals that
  235. 8:53players [music] can interact with.
  236. 8:55Immediate feedback, player reactions
  237. 8:57tell him instantly what's working and
  238. 8:59what isn't, and balanced challenge.
  239. 9:01[music] His toys or building blocks give
  240. 9:04him tools to respond with, so unexpected
  241. 9:07player actions feel manageable, not
  242. 9:09overwhelming. [music] Let's compare with
  243. 9:11different approaches. When you overprep,
  244. 9:13players end up skipping your planned
  245. 9:15scenes. So there is no feedback loop
  246. 9:17connecting your preparation to their
  247. 9:18engagement. And flow, if you reached it,
  248. 9:21breaks. When you underprep, you're
  249. 9:23trying to create everything from
  250. 9:24scratch. So the challenge is too big.
  251. 9:27And flow just does not start. Bren's
  252. 9:29method hits the [music] sweet spot. And
  253. 9:31that's why this produces better creative
  254. 9:33output. Cognitive optimization makes it
  255. 9:36easier to enter flow state. [music] And
  256. 9:38flow state is where that beautiful
  257. 9:40inspiring creativity happens. But
  258. 9:43Brennan isn't a neuroscientist or a
  259. 9:45psychologist. And I seriously doubt he
  260. 9:47learned this from some textbook, [music]
  261. 9:49which means he must have discovered this
  262. 9:51method doing tons of improv [music] and
  263. 9:54just playing a lot. Which made me
  264. 9:56wonder, did other successful DMs
  265. 9:58discover the same thing? Matt Mercer,
  266. 10:01Matthew Kovville, Chris Perkins or Abria
  267. 10:03Youar for example, all [music] advocates
  268. 10:06essentially for the same philosophy.
  269. 10:08Modular preparation is better than
  270. 10:10linear planning. Toys or building blocks
  271. 10:12or however you want to call them work
  272. 10:14better than rigid prep. But the
  273. 10:16interesting part is they all discovered
  274. 10:18this through different paths. Matt
  275. 10:20Mercer arrived there through extensive
  276. 10:23worldbuing and production experience. He
  277. 10:25creates deep lore, but relies on
  278. 10:28floating encounters to keep the game
  279. 10:30flexible. Matthew Kovville came at it
  280. 10:32from a narrative design angle rather
  281. 10:35than following a script. He advises DMs
  282. 10:37to give villains clear goals and let the
  283. 10:40clock tick until the players [music]
  284. 10:42intervene. Chris Perkins has decades of
  285. 10:45professional D&D design experience, and
  286. 10:47his approach is onepage prep notes with
  287. 10:49most content improvised. They have
  288. 10:51different backgrounds and training, but
  289. 10:54all reached the same core conclusion
  290. 10:56about how to prepare effectively. When
  291. 10:58multiple successful people in a craft
  292. 11:00arrive at similar solutions, it suggests
  293. 11:02one of two things. Either you're looking
  294. 11:05at something fundamental about the
  295. 11:06activity itself, or you're seeing what
  296. 11:09works get selected for and copied. And
  297. 11:11either way, it's worth paying attention
  298. 11:13to. [music] In this case, it's the human
  299. 11:16cognitive limits meeting the
  300. 11:17requirements of realtime collaborative
  301. 11:20storytelling, [music]
  302. 11:21which means this isn't about being
  303. 11:23Brennan Lee Mulligan specifically. And
  304. 11:25[music] that's great news because it
  305. 11:27means the underlying principles can work
  306. 11:30for anyone, even if the professional
  307. 11:32improv training doesn't hurt. It's not
  308. 11:34about being some [music] kind of D&D
  309. 11:36genius. So, the question becomes, how do
  310. 11:39you actually implement this in your own
  311. 11:41games? Once you start thinking about
  312. 11:43prep in this way, things change. They
  313. 11:46did for me. You stop asking, "How much
  314. 11:48should I prepare?" and start asking,
  315. 11:50"What kind of preparation will allow me
  316. 11:53to improvise?" Start with Brennan's
  317. 11:55essential list. Stud blocks, maps,
  318. 11:57names, and a loose idea of what NPCs
  319. 12:00want. Pay special attention to what's
  320. 12:02missing from that list. Dialogue, plot
  321. 12:04beats, sin descriptions, and
  322. 12:06predetermined outcomes. Those aren't
  323. 12:09building blocks but scripts which
  324. 12:11constrain improvisation because they
  325. 12:13require you to steer towards specific
  326. 12:15content aka railroad. Yeah, okay. But
  327. 12:20this is still broad. What's the first
  328. 12:22thing I do? All right, fair enough. To
  329. 12:25make it stick, let me quickly walk you
  330. 12:27through a very concrete example and
  331. 12:29create a toy NPC together. Step one, ask
  332. 12:32yourself what I call the two core
  333. 12:34questions. First, what do they want and
  334. 12:37how do they pursue it? This is the
  335. 12:39engine [music] of the character. The
  336. 12:41rest just flows from there. Let's say
  337. 12:43we're building of no, a ctographer. What
  338. 12:47does he want? [music] I think he wants
  339. 12:48to be recognized as the ultimate expert
  340. 12:51on the region's geography. He wants his
  341. 12:53maps to be the maps, [music] those
  342. 12:56everyone uses. So, how does he work
  343. 12:58toward that goal? I think Ofim is
  344. 13:01obsessive and verifies everything. He
  345. 13:03won't publish anything he hasn't
  346. 13:05personally investigated, [music] which
  347. 13:07makes him insanely accurate, but also
  348. 13:10extremely slow. Step two, we work on
  349. 13:13performance hooks. We need something
  350. 13:15that makes Ofim very easy to perform at
  351. 13:18our table. Two things are enough, a
  352. 13:20physical detail and a speech pattern.
  353. 13:23Not a voice necessarily, but something
  354. 13:25to help us talk differently. So for
  355. 13:27physical, I think Ofim's hands are
  356. 13:30always stained with ink. And he tends to
  357. 13:33always catch what he's looking at
  358. 13:34depending on where [music] he is. It
  359. 13:36could be napkins, margins, even in the
  360. 13:38dirt with a stick. It adapts to any
  361. 13:41location. Speech wise, he constantly
  362. 13:44corrects himself mid-sentence, even over
  363. 13:46tiny details. I was there 3 weeks ago.
  364. 13:49No, wait, 17 days. Or [music] the
  365. 13:52distance is about 40 mi. Well, 38.3 if
  366. 13:56you take the ridge path. His need for
  367. 13:58precision is omnipresent, which makes
  368. 14:00him seem both knowledgeable and
  369. 14:02exhausting to talk to. Now, step three,
  370. 14:05we need an active problem. We can't not
  371. 14:08have this. We need to give our NPC
  372. 14:11something happening right now. It's not
  373. 14:13a backstory or potential plot hoax. He
  374. 14:15is dealing with this problem this week,
  375. 14:18whether the PCs cross his path or not.
  376. 14:20In our example, I think Ofim just
  377. 14:23discovered [music] that a rival
  378. 14:24cryptographer they can't stand published
  379. 14:27a map of the region of his [music]
  380. 14:29region, the one he's been mapping out
  381. 14:31for 3 years, but hasn't published yet
  382. 14:33because he wanted to verify just one
  383. 14:35[music] more thing. The rivals map is
  384. 14:37about 80% accurate, which means it will
  385. 14:39probably become the standard. His life's
  386. 14:41work could be ruined. And voila, our toy
  387. 14:45is ready to go and can work in many
  388. 14:47different situations. Players need a
  389. 14:49guide through the region. He really
  390. 14:51wants to prove his expertise. They
  391. 14:53mention the rivals map. He has strong
  392. 14:56opinions. They need cryptography work.
  393. 14:58He's available but distracted by this
  394. 15:00problem. They have information about the
  395. 15:02northern routes. Well, that's exactly
  396. 15:04what he needs, etc., etc. We didn't
  397. 15:07write dialogue or plan when he appears,
  398. 15:10but we can improvise him responding to
  399. 15:12anything because we've internalized his
  400. 15:14core [music] properties. Now, I want to
  401. 15:16be clear about something. I said there
  402. 15:18was no magic behind this and it's true,
  403. 15:21but there is work. Brennan is a
  404. 15:24professional improviser with years of
  405. 15:26training, so you probably won't match
  406. 15:28his performance [music] level
  407. 15:29immediately, but that's fine. You don't
  408. 15:31need to. The cognitive principles work
  409. 15:33at any skill level. Though, like any
  410. 15:36skill, you'll get better at applying
  411. 15:37them with practice. You're not trying to
  412. 15:40be Brandon, but to prep like him because
  413. 15:42it matches how your brain [music]
  414. 15:44actually works. This is what he and a
  415. 15:46lot of other protems seem to have
  416. 15:48figured out. The prep paradox isn't
  417. 15:50really a content problem at all, [music]
  418. 15:52but a cognitive one. The toy method
  419. 15:54isn't minimalist prep. It's optimized
  420. 15:56prep for human cognitive capabilities.
  421. 15:58And maybe the biggest contribution isn't
  422. 16:01even the technique, but the permission.
  423. 16:03[music] The permission to prepare
  424. 16:05differently while understanding you're
  425. 16:07actually preparing better and to trust
  426. 16:09the process even when it feels too
  427. 16:12simple. If you want to start
  428. 16:13implementing this technique, I've
  429. 16:15created after the full 15 morally gray
  430. 16:18NPCs using this exact template [music]
  431. 16:20you just saw me fill out. Each one has
  432. 16:23the core questions answered, the
  433. 16:25performance hooks ready, and an active
  434. 16:27problem to drop into your game. Plus, it
  435. 16:29includes blank templates so you can
  436. 16:30build your own using the same method.
  437. 16:32You can get it by itself, but it's also
  438. 16:34included in my Patreon along with all my
  439. 16:37video scripts, free tools, and access to
  440. 16:39private channels on my Discord server to
  441. 16:41help you become a better DM. Your
  442. 16:43support truly means the world and allows
  443. 16:46me to keep making this videos. So, links
  444. 16:48in the description if you want to check
  445. 16:50it out. All right, great. But if other
  446. 16:52pro DMs also know about this, why do
  447. 16:54Brennan's games hit so much harder?
  448. 16:56Well, I think this has to do with
  449. 16:58something almost everyone overlooks.
  450. 17:00What if Brennan was not just a DM, but
  451. 17:03something else entirely? So, click on
  452. 17:05this video next to find out what
  453. 17:06Brennan's secret is and how you can use
  454. 17:09it to become the best DM you can

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