I'm A Banana
Potassium-Rich
...and I wonder why.
I hear that 4e dropped the prep time for a lot of DMs, and I don't doubt it, but I do wonder if there's something in my style that provokes this.
See, back in 3e, I was a heavily "wing it" kind of DM. 3e made that pretty easy. Pick a few monsters whose CR's were within about 3 of the PC's levels, slap a plot to chain them together, dangle a hook or two in front of the party, and I was solid to go. Any odd questions or strange rules, I could either say, "Look it up in Book X," or confidently ad hoc it if we couldn't find the rule quickly. I felt kind of liberated by the amount of options, because I could implicitly trust the books to deliver me to where I was going, and I could use some of the more idiosyncratic rules to my advantage. They would generate interesting narrative all by themselves ("Why does this angel have spell-like ability X?" became a hook for the plot and the encounter with the creature).
I wasn't overly concerned with balance or exact details. I knew 3e had some issues here and there with things that could be unbalanced, but, because I didn't have to prep that much, I could spend my time during a session fudging and twisting as appropriate, if the players weren't having fun. Those imbalances, though, often caused some of the fun. Monsters with obscene grapple checks, forex, rather than being a problem, became memorable. The quirks enabled fun.
Now, in 4e, I'm finding my prep time is dramatically increased from "virtually nothing" to "a good evening or two."
Part of it is quantity. In 3e, one or two monsters would challenge a whole party. In 4e, I need to mix and match at least 4-5 different monsters, each of which has their own abilities and powers to use. I also need to present a battlegrid that is "interesting," in that it needs to contain terrain features, traps, hazards, or other rules bits to interact with (when I did that in 3e it was icing on the cake, but 4e kind of requires it).
Part of it seems to be the "leveling off" of abilities. There's nothing inherently dramatic or exceptional about any monster or PC ability -- they're balanced very well, which means they kind of homogenize. It's the "it doesn't matter how you describe it, the effects are what is key" problem. That same issue plagues skill challenges. There's no fiddly abilities that make you sit up and pay attention, nothing I can hang a hook on and go "why?", nothing that stands out to catch interest. 4e is a sleeker beast.
Part of it is the fact that I can't trust the books to have rules for what I need. Because everything is designed for one narrow purpose, if the party, say, decides to recruit the centaur instead of kill it, I can't just run the monster sheet, I need to use the DMG2 and re-format the thing. The way I run games ("do whatever you want, I'll tell you the consequences") means that narrowly effective individual rules are actually more of a hassle than broadly implemented general principles. I can't just go from what makes sense and see where that takes me. I have to take into account the consequences of my rulings. Which makes me less adventurous, less willing to branch out.
I'm starting this out with the usual disclaimers. I play, and enjoy, 4e. I'd like to keep doing so. Don't tell me my experience is wrong (it's not, it is my actual experience). Try to keep Edition Wars out of it, don't assume you know the motives of another poster, make sure any criticisms are pointed and no general, accept what people have to say, etc., etc.
But, do you have advice for me? Or similar experiences? I'd like to get back to the smooth way I had of running 3e adventures, where it was easy to link A to B to C and to let the game sort of flow from its own quirks, but I'd still like to keep 4e, since it has other advancements that I do really like. I already own DDI, which helps immensely (I don't think I'd play or DM 4e without it, personally), but the flow has been interrupted. It fees a little like 4e is so smooth, there is no friction, and I just slide around trying to stick my brain on it.
I hear that 4e dropped the prep time for a lot of DMs, and I don't doubt it, but I do wonder if there's something in my style that provokes this.
See, back in 3e, I was a heavily "wing it" kind of DM. 3e made that pretty easy. Pick a few monsters whose CR's were within about 3 of the PC's levels, slap a plot to chain them together, dangle a hook or two in front of the party, and I was solid to go. Any odd questions or strange rules, I could either say, "Look it up in Book X," or confidently ad hoc it if we couldn't find the rule quickly. I felt kind of liberated by the amount of options, because I could implicitly trust the books to deliver me to where I was going, and I could use some of the more idiosyncratic rules to my advantage. They would generate interesting narrative all by themselves ("Why does this angel have spell-like ability X?" became a hook for the plot and the encounter with the creature).
I wasn't overly concerned with balance or exact details. I knew 3e had some issues here and there with things that could be unbalanced, but, because I didn't have to prep that much, I could spend my time during a session fudging and twisting as appropriate, if the players weren't having fun. Those imbalances, though, often caused some of the fun. Monsters with obscene grapple checks, forex, rather than being a problem, became memorable. The quirks enabled fun.
Now, in 4e, I'm finding my prep time is dramatically increased from "virtually nothing" to "a good evening or two."
Part of it is quantity. In 3e, one or two monsters would challenge a whole party. In 4e, I need to mix and match at least 4-5 different monsters, each of which has their own abilities and powers to use. I also need to present a battlegrid that is "interesting," in that it needs to contain terrain features, traps, hazards, or other rules bits to interact with (when I did that in 3e it was icing on the cake, but 4e kind of requires it).
Part of it seems to be the "leveling off" of abilities. There's nothing inherently dramatic or exceptional about any monster or PC ability -- they're balanced very well, which means they kind of homogenize. It's the "it doesn't matter how you describe it, the effects are what is key" problem. That same issue plagues skill challenges. There's no fiddly abilities that make you sit up and pay attention, nothing I can hang a hook on and go "why?", nothing that stands out to catch interest. 4e is a sleeker beast.
Part of it is the fact that I can't trust the books to have rules for what I need. Because everything is designed for one narrow purpose, if the party, say, decides to recruit the centaur instead of kill it, I can't just run the monster sheet, I need to use the DMG2 and re-format the thing. The way I run games ("do whatever you want, I'll tell you the consequences") means that narrowly effective individual rules are actually more of a hassle than broadly implemented general principles. I can't just go from what makes sense and see where that takes me. I have to take into account the consequences of my rulings. Which makes me less adventurous, less willing to branch out.
I'm starting this out with the usual disclaimers. I play, and enjoy, 4e. I'd like to keep doing so. Don't tell me my experience is wrong (it's not, it is my actual experience). Try to keep Edition Wars out of it, don't assume you know the motives of another poster, make sure any criticisms are pointed and no general, accept what people have to say, etc., etc.
But, do you have advice for me? Or similar experiences? I'd like to get back to the smooth way I had of running 3e adventures, where it was easy to link A to B to C and to let the game sort of flow from its own quirks, but I'd still like to keep 4e, since it has other advancements that I do really like. I already own DDI, which helps immensely (I don't think I'd play or DM 4e without it, personally), but the flow has been interrupted. It fees a little like 4e is so smooth, there is no friction, and I just slide around trying to stick my brain on it.
