How to Take D&D Notes Like Matt Mercer: Complete Campaign Prep Blueprint
Amateur dungeon masters often write narrative notes like fantasy novels, drafting complete paragraphs of descriptive text meant to be read aloud. Mercer’s actual session sheets reveal the opposite technique: bolded sensory anchors and conditional branches.
A typical Mercer location description consists of four quick sensory bullets: sight, sound, smell, and tactile atmosphere. Instead of two hundred words of prose detailing an underground laboratory, his notes read:
- Green alchemical lanterns, rusted iron cages, shattered glass across slate flags
- Low hum of arcane conduits, rhythmic water dripping from ceiling cracks
- Ozone, stale copper, rotting tallow
- Damp chill that catches in the throat
This formatting allows the DM to scan the page in half a second, absorb the mood, and deliver a natural, spontaneous description while maintaining eye contact with the players. Scripted blocks force the DM's eyes downward, breaking table engagement.
Underneath the sensory anchors, Mercer logs conditional triggers using simple "If/Then" formatting. If the party approaches quietly with a Stealth check above 15, the guards are engrossed in a dice game. If the party triggers the tripwire, the guards flip the heavy oak table for three-quarters cover and sound a brass horn. This creates dynamic, emergent scenarios without rigid railroads.