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The Lazy Dungeon Master's Guide to Session Prep

By Fungenerators ·

The Lazy Dungeon Master's Guide to Session Prep

If you've ever spent six hours preparing a Dungeons & Dragons session only to watch your players ignore most of it, this guide is for you. "Lazy" prep doesn't mean caring less. It means preparing only what actually improves the game at the table — and trusting improvisation for the rest.


Less Prep Often Makes Better Sessions

It feels like more preparation should mean a better game. But heavy prep can backfire. When a DM has invested hours in a specific scene, it's tempting to steer players toward it, even when they want to do something else.

Lighter, flexible prep makes it easier to follow the players, which is where the most memorable moments come from.

We call this the sunk-prep trap: the pressure to force prepared content into a session because of the time already invested in it.


Where the "Lazy DM" Idea Comes From

Game master and author Mike Shea, who writes as Sly Flourish, popularized this approach in The Lazy Dungeon Master and its follow-up, Return of the Lazy Dungeon Master (2018). His core idea: prepare the elements that are most useful during play, rather than scripting sessions.

His well-known checklist includes steps like reviewing the characters, creating a strong start, outlining potential scenes, defining secrets and clues, developing fantastic locations, outlining important NPCs, choosing relevant monsters, and selecting rewards. The approach below is our own time-boxed take on those principles.


The One-Hour Prep Checklist

Set a timer. Spend no more than an hour.

1. Review the characters (5 minutes)

What does each character want? What happened to them last session? Look for one hook per player.

2. Write a strong start (5 minutes)

Open with something happening: an ambush, a message, a crisis, a choice. Skip the slow warm-up.

3. List possible scenes (10 minutes)

Write three to five short scene ideas. They're possibilities, not a sequence.

4. Write secrets and clues (10 minutes)

Write about ten short facts players might discover. Don't decide where they'll find them. Let clues appear wherever players look.

We call these floating secrets: prepared facts that aren't tied to a single location, so players can discover them no matter which direction they go.

5. Sketch locations (10 minutes)

For each likely location, write three interesting details: a sight, a sound, and something players can interact with.

6. Prepare NPCs (5 minutes)

Give each important NPC a name, a want, and one memorable trait.

7. Choose monsters (10 minutes)

Pick creatures that fit the story and location. You don't need exact encounters — just options.

8. Pick rewards (5 minutes)

Prepare treasure, information, allies, or magic items players might earn. See 30 Magical Items Every D&D Party Wants.


Generator Shortcuts for Lazy DMs

Generators are a lazy DM's best friend. Instead of inventing everything, keep a few tabs open during the session:

Need Generator
NPC names D&D Human Name Generator
Taverns Tavern Name Generator
Towns Fantasy Town Name Generator
Dungeons Dungeon Name Generator
Shops Magic Shop Name Generator
Items Magic Weapon Name Generator
Potions Potion Name Generator

We call this setup a ready rack: a small set of tools prepared before the session so improvisation never has to start from nothing.


What Not to Prep

Skip these unless your players specifically love them:

  • Full scripts of dialogue
  • Detailed history players won't encounter
  • Maps for places players may never visit
  • Exact encounter sequences
  • Plans for how players "should" solve problems

Improvising the Rest

Lazy prep only works if you're comfortable improvising. A few techniques:

  1. Ask players questions. "What does your character know about this place?"
  2. Use "yes, and" or "yes, but." Build on player ideas.
  3. Borrow from your secrets list whenever players investigate.
  4. Reuse NPCs and locations rather than inventing new ones.
  5. Take a quick break if you need a minute to think.

Sample Prep Page

Strong start: A burning wagon blocks the road, and a terrified driver begs for help.

Scenes:

  • Track the bandits into the forest
  • Negotiate with a bandit leader
  • Explore an abandoned watchtower
  • Return the stolen goods

Secrets and clues:

  1. The bandits are former town guards.
  2. The "stolen goods" include illegal magic scrolls.
  3. The merchant hired the bandits for insurance money.
  4. A second group is also hunting the scrolls.
  5. The watchtower hides a portal.

NPCs:

  • Rowan Hale — terrified merchant, lies badly
  • Captain Mira Voss — bandit leader, wants to protect her crew

That's enough for an entire session.


Quick Answers

How long should D&D session prep take?

Many Dungeon Masters find that about an hour of focused preparation is enough for a typical session. Prioritize a strong opening, flexible scene ideas, secrets and clues, key NPCs, locations, possible monsters, and rewards. Improvisation and generators can handle unexpected directions.

What is the lazy Dungeon Master method?

The lazy Dungeon Master method, popularized by Mike Shea of Sly Flourish, focuses on preparing only the elements most useful during play. It emphasizes flexible prep, such as strong starts, secrets and clues, locations, NPCs, and monsters, instead of detailed scripts, reducing prep time and helping DMs follow players' choices.

What should a Dungeon Master prepare for each session?

A Dungeon Master should prepare a strong opening, possible scenes, secrets or clues players might discover, interesting locations, important NPCs with clear goals, suitable monsters, and possible rewards. Detailed scripts and extensive lore are usually unnecessary for most sessions.


Where DM Prep Is Heading

Generators, digital notes, and prep templates are making flexible preparation easier than ever. Our prediction: session prep will increasingly shift from writing content to curating tools — Dungeon Masters will spend less time inventing names and places ahead of time and more time planning meaningful choices and consequences.

For more, read How to Become a Great Dungeon Master.


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