I use a combination of Jose James, and Voth's systems. Well, I hadn't tried the cheat sheet yet, but in hindsight that's a really great idea (some of my players are new so it helps me look up some of their less common skill checks). Definitely going to incorporate that into my next game. Instead of word docs or physical pages I tend to use Journal entries for encounters. I typically have text numbers on the GM overlay for each room/encounter and page and I name the Journal entry accordingly, i.e. if an encounter was on sheet "4 Dungeon of Doom Level 1" and the encounter was room 6 and had one of my favorite DnD traps* the Journal entry would be named "4.6 Darkness Wall Instant Death Trap". I just name player handouts normally and they all fall below my encounters. I haven't run anything complicated enough to require it yet but I imagine you could just archive all the handouts not related to your current page and bring them back when you change pages. Obviously archive entries as they are completed. In my test this seems to work pretty well for quickly having access to encounter info. For NPCs/Monsters I usually make Character entries rather than Journal entries or using the tokens. I found having to scroll down to the bottom of a token's stat page every time I wanted to look up the stat block was annoying. I just archive all the monsters I'm not currently using and name them with a 'z' in front of their name (i.e. z Kobold, z Goblin). That way they're always at the bottom of my list (if a snarky player names their character something that starts with a Z, just use zz instead, same effect). This makes it easy to pull up stat blocks for combat. The other advantage of character sheets for monsters is you can build in ability macros for their common attacks. When an encounter starts I check "use in macro bar" for the monsters I'm currently using, then unless I need to use some unusual ability I can just click the rolls during combat and don't have to open the stat block if I forget the modifiers. Obviously you'll need to change this for special conditions (flanking, bless, etc.) but nothing stops you from either manually rolling or just using math the old fashioned way =). Incidentally, James, that's exactly what I ended up using the first two Bar items for. For the third (red) bar I use it for time counters, useful if you have a spell that lasts a short number of rounds. Longer spells I keep track of the old fashioned way (GM note on the character sheet, sometimes I even remember to keep track of the 1 hour spell). Good for buffs/debuffs that only last a short amount of time. If you have multiple buff/debuffs you can use periods or slashes to keep track of multiple values (anything more than 3 gets pretty hard to read though). For example, the wizard casts shield and has 10 rounds, first number is 10, then gets hit two rounds later with a minor slow that lasts 10 rounds, the value in the red bar is 8/10. You can't use addition/subtraction on the values but it keeps a counter, next round just have the player (or you) alter the value to 7/9. /end wall of text. Hope that helps some people. Good luck, and keep up the suggestions! *a hallway with a permanent deeper darkness spell followed immediately by a permanent prismatic wall...watch your step! CR Players-Stop-Rushing-Blindly-Down-Hallways =)