DM Prep Work Leading To Burnout: Help? - Page 8




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  1. #71
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    What DMs really need is an adventure product that *doesn't* require you to have to read ahead to play it. Wouldn't it be nice as a DM to just pick up the module as you are about to play and start? 0 prep time.

    I'm surprised no one has designed such adventures.
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  • #72
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    Quote Originally Posted by DaveMage
    What DMs really need is an adventure product that *doesn't* require you to have to read ahead to play it. Wouldn't it be nice as a DM to just pick up the module as you are about to play and start? 0 prep time.

    I'm surprised no one has designed such adventures.
    Agreed. Especially now that publishers are no longer bound by book format (sorry for the pun). PDFs provide lots of design opportunities without being constrained by page counts and printing costs. Internet tools are possible too, though I'm not sure if those would be profitable.

  • #73
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    Quote Originally Posted by DaveMage
    What DMs really need is an adventure product that *doesn't* require you to have to read ahead to play it. Wouldn't it be nice as a DM to just pick up the module as you are about to play and start? 0 prep time.

    I'm surprised no one has designed such adventures.
    I think the new WoTC "delve" format is a step in that direction. I'm not sure how you'd go to complete "zero prep." Adding info about the purpose and consequences of each encounter might be one way...
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  • #74
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    Quote Originally Posted by Kid Charlemagne
    I think the new WoTC "delve" format is a step in that direction. I'm not sure how you'd go to complete "zero prep." Adding info about the purpose and consequences of each encounter might be one way...
    Such adventures would probably not be plot-heavy.

    I'm thinking more of the so-called "beer & pretzels" type games where you go in with a basic premise (e.g., go into the dungeon and find the "Scepter of Power") and get out.
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    Quote Originally Posted by DaveMage
    What DMs really need is an adventure product that *doesn't* require you to have to read ahead to play it. Wouldn't it be nice as a DM to just pick up the module as you are about to play and start? 0 prep time.

    I'm surprised no one has designed such adventures.
    It's an interesting proposition, a 'plug and play' adventure. Hmm....
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  • #76
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    Quote Originally Posted by Dr Simon
    It's an interesting proposition, a 'plug and play' adventure. Hmm....
    If you could do a game with cards... say an E6 game so you could control the power level and the statblocks could be short, you could literally have a game that the GM neither prepped, nor really knew what would happen in advance. It could be a bit board-gamey, but the GM could add any plot they wanted to it.

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