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Tabletop RPG Game-Master Session Prep & Campaign Kit — 10 Printable Sheets, NPC and Location Cards, Session Zero, and 472 Improv-Table Entries

A system-neutral print-and-run kit for game masters: 10 fill-in sheets, cut-out NPC and location cards, and 472 improv-table entries. Print at 100%.

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What you'll love

  • A five-box session prep sheet with a forty-five-minute order to fill it in — strong start, three likely scenes, the secret they can learn tonight, the two rolls you will need with the cost of failing already decided, and what happens anyway whether or not the party turns up
  • 20 improv tables with 472 curated entries — names, what a person wants, mannerisms you can play in one breath, voices you can actually hold, what they know, what would make them run, complications, rumors, faction moves, what a failure costs when damage is boring, rewards that are not treasure, strong starts, and endings that bring them back early
  • A campaign memory the players already have and you do not — a Dangling Threads page for everything you improvised, a faction board that gets one move a week, and a recap page written in sentences you read aloud next week
  • Every one of the ten sheets comes shown filled in for an invented campaign, so you can see how much detail is enough before you pick up a pen
  • A session zero questionnaire and a lines-and-veils sheet built to be handed out, filled in alone, and collected face down — with the method for combining them without saying whose was whose
  • NPC, location and initiative cards already imposed with cut marks — four NPC cards to a sheet, two half-page location and set-piece cards, and twenty initiative strips, plus a sheet showing two cards answered in full
  • System-neutral by design — no rules, no statistics, no spell lists, and nothing drawn from any published game or setting, so it works with whatever your group already plays
  • 79 pages across 6 print-ready PDFs — and the two files you actually feed through a printer ship in US Letter and A4 both, laid out for the sheet rather than scaled to it
  • Grayscale-safe throughout — nothing in the kit uses color to carry meaning, so a cheap office printer loses nothing
  • No app, no spreadsheet, and nothing to log into — yours to print as often as you like, for as many years as you like

Everybody at the table shows up. One person does homework.

This is the homework, on paper. Ten sheets you print and fill in with a pen, cards you cut out once and use all campaign, and 472 curated entries to roll on when four people are looking at you and the plan has just evaporated. No app, no spreadsheet, nothing to log into — and no rules, statistics, or setting material from any published game, so it works with whatever your group already plays.

The one idea the whole kit is built on

Prep situations, not plots.

A plot is a sequence of events the party is supposed to move through. It breaks the first time they do something you did not think of, which is usually inside the first twenty minutes. A situation is a set of people who want things, in a place, with a clock running — and it cannot break, because there is nothing for the party to get wrong. Whatever they do, it responds.

Every sheet here exists to help you write situations quickly and remember them accurately. That is also why the prep sheet is short: it has five boxes, because five is what fits in the time a working adult actually has.

What makes this different from a blank prep sheet

Most game-master printables hand you a nicely ruled form and wish you luck. That is the easy half. The hard half is knowing what to put in the boxes at nine o’clock on a weeknight, and remembering in month six what you invented in month two.

A method with a clock on it. The prep sheet’s five boxes have a forty-five-minute order — read the recap and the threads, decide what the world did anyway, write three likely scenes, pick a strong start, decide the secret and the two rolls. And if the week got away from you, three of those steps are marked essential and produce a runnable session in about twenty.

472 entries you would not have written yourself at speed. Twenty tables, grouped by the question you are actually being asked when you reach for one: who is this, where are we, what happens now, what did that cost, how does tonight start and finish. What a person wants. A mannerism you can play in one breath. A voice you can hold all night rather than an accent that collapses in four minutes. What a failure costs when damage is the boring answer. What the enemy does instead of fighting to the death. Twenty rewards that are not treasure. None of them hands you a plot — every entry is deliberately unfinished, because a table that gives you a complete story takes the game away from the people playing it.

A campaign memory. The players remember every name you improvised and every door you explained away. You remember none of it, and that asymmetry is the single most common reason a good campaign starts to feel thin. The Dangling Threads page is ten seconds in pencil, mid-session; the faction board gets one move a week; the recap page is written in the sentences you will actually say out loud next week.

Every sheet comes shown filled in. A complete worked example — all ten sheets, answered in full for a campaign that does not exist. Ten minutes with it and you will never stare at a blank box wondering how much detail is enough. “The villain continues his plan” against “the levy finish moving the crates on Thursday night, and after that the evidence is gone” is fifteen seconds of extra writing and the entire value of the sheet.

The ten print-and-fill sheets

  1. Session Prep — The Five Boxes — the one you print every week
  2. The Table — the party reference, including the column nobody else puts on this sheet: what each player came for
  3. Session Zero — the hour that saves the campaign that quietly dies in week nine
  4. Lines, Veils and Table Agreements — filled in alone, collected face down
  5. Campaign Arc and Timeline — the long view, and the clock that runs whether or not they are ready
  6. Factions and Relationships — one move each, every week
  7. Loot, Rewards and Downtime — including the rewards that are not treasure
  8. Session Recap — written to be read aloud next week
  9. Dangling Threads — the page that saves you in month six
  10. Between Sessions — the forty-five minutes, in order, with a twenty-minute fallback

Session zero and safety tools, done properly

The session zero questionnaire is sixteen questions with the answers written down where they can be pointed at later — how often you play, what counts as enough people to run, the tone in three words, what happens when a character dies, and how the group settles a decision it cannot agree on.

The lines-and-veils sheet is designed around the part most tables get wrong: you hand it out to be filled in alone and collect it face down. A line drawn in front of five people is a line most people will not draw. The guide covers combining the sheets without saying whose was whose, taking the strictest answer rather than the average, agreeing a signal anyone can use mid-scene, and re-asking every few months — because answers change.

Cards you cut out once

Four NPC cards to a sheet at 3.8 × 4.4 in, two half-page location and set-piece cards, and twenty initiative strips, all imposed with cut marks. The NPC card has one line that makes the rest work — what they want from the party — and every blank on both cards has a table behind it in the improv tables. A final sheet shows an NPC card and a location card answered in full, so you know how much fits before you start writing.

Why paper, and not an app

A sheet behind the screen works in somebody’s basement with no signal, and it is still yours in five years. It needs no battery, no account, and no active subscription. It does not want your campaign uploaded in order to be useful, it cannot lock four years of notes behind a password nobody else knows, and it will not vanish when a company decides the product is no longer strategic.

That is the whole idea behind Ardent Workshop: things you own outright, sitting between a blank notebook and a rented app. This kit is the running half of the hobby. If you also want the collecting half — what you own, what you have played, what it cost per play, and what is still in the shrink wrap — the Board Game & TTRPG Collection Tracker is that, in a workbook. Neither contains the other; they sit side by side.

Printing it

US Letter or A4 — the two files you actually print each come in both editions, laid out for the sheet rather than scaled to it. Single-sided, at 100% (Actual size) — not “fit to page”, which moves the cut marks on the card sheets. Grayscale is fine everywhere: nothing in this kit uses color to carry meaning, so the tick-boxes are labeled, the standing scale is a row of named columns, and every emphasis is also a word. Card stock is worth it for the cards. Print sheet 1 in tens; it is the one you use every week.

System-neutral, and not affiliated with anyone

There are no rules, no statistics, no spell or monster content, and nothing drawn from any published game or setting anywhere in this kit. It is about the job of running a table, not about any particular ruleset. It is not affiliated with, licensed by, or endorsed by any game publisher, and every person, place and event in the worked example is invented.

The lines-and-veils sheet is a table-management tool, not a psychological or therapeutic one — it helps a group agree what it does and does not want to play, and nothing more. If a session raises something that needs more than a conversation between friends, that is a matter for someone qualified, not for a form.

Want a taste first? The One-Page Session Prep Sheet — the sheet you use every week, with the dangling-threads page on the back — is free and ungated. It does not ask for an email.

See it in action

Play

Built to last

  • Intuitive and straightforward design
  • Print-ready at US Letter — print at 100% and fill it in by hand
  • Delivered as print-ready PDFs you can print as often as you like, or annotate on a tablet
  • Free updates — send us a message to be notified of updates when they are available
  • Yours to keep — no account, no subscription, and nothing to log into

In the download

This digital product is delivered as a zip file containing the following items:

  • 00 — Start Here Guide (PDF) — what is in the kit, the one idea underneath it, the ten-minute version if you are running on Thursday, the setup order for a new or a running campaign, and print settings
  • 01 — The Session Prep Pack (PDF, plus an A4 edition) — ten print-and-fill sheets, one per page: Session Prep (The Five Boxes), The Table (party and character reference), Session Zero, Lines Veils and Table Agreements, Campaign Arc and Timeline, Factions and Relationships, Loot Rewards and Downtime, Session Recap, Dangling Threads, and the Between-Sessions checklist
  • 02 — NPC, Location & Initiative Cards (PDF, plus an A4 edition) — four NPC cards to a sheet, two half-page location and set-piece cards, and twenty initiative strips, all imposed with cut marks, plus a sheet showing an NPC card and a location card answered in full
  • 03 — Filled Example Campaign (PDF) — all ten sheets answered in full for a clearly invented river-town campaign
  • 04 — The Improv Tables (PDF) — 20 tables and 472 entries, grouped by the question you are being asked when you reach for them
  • 05 — Running the Table (PDF) — the method: why the prep sheet has five boxes, plots versus situations, running a session zero, collecting lines and veils, the shape of a three-hour night, going off-script, a runnable session from nothing in ten minutes, and the recap habit
  • READ-ME-FIRST.txt

Compatibility & terms

This digital product is delivered as a zip file containing one or more PDFs. You may print the PDFs or use them within PDF annotation software, such as Good Notes and Notability.

This digital product is copyrighted. It is intended for personal use only. It is strictly prohibited to reproduce, resell or share this product, in part or in full, with or without modifications. No refunds, exchanges, or cancellations. Given this is a digital product, no physical product will be delivered.

Why a workbook

Most tools force a choice between a blank spreadsheet you build from scratch and a monthly app that's overkill. Ardent Workshop is the rung in between — structure you own.

  1. Blank spreadsheet

    Free, but you build and maintain every formula, tab and layout yourself.

    • Free
    • Infinite setup
    • No structure
  2. You are here

    Ardent Workshop

    Owned, structured, connected workbooks — a one-time price, yours to keep.

    • One-time price
    • Structured & connected
    • Yours to own
  3. Generic SaaS app

    Powerful, but overkill, rented and locked-in — built for someone bigger than you.

    • Monthly rent
    • Overkill
    • Lock-in

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