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Minimizing Prep Time - Forked from "DMing: from fun to work "
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<blockquote data-quote="Noumenon" data-source="post: 5165709" data-attributes="member: 70102"><p>I'm pretty much hopeless on this issue -- I can spend twice as much time prepping a <em>module</em> as the session lasts. I've never taken on a project as open-ended as DMing, where you have to set the scope and every detail you pursue takes time away from the big picture. It's very educational.</p><p></p><p>My main question to add to the thread is, "How do you learn what to ignore from what you read on EnWorld?" Because each amazing tip takes time. I make NPCs with a single memorable trait now, off a list -- so that adds a minute to every (scarred, glamorous, or solipsist) NPC I build. Then I give them a motivation so I can improv their plans and dialogue. But now I'm cutting into the time for all the other awesome tips -- making three clues for every revelation in the plot, adding interesting terrain to a combat, making sure to plan for failure in a skill challenge.</p><p></p><p>How do you tell the difference between a cool DMing tip being "the right way" and just "one way"? I have no problem with this when I see people using papier-mache minis, I feel no need to spend time doing that. But when I hear something like "make sure your trap design reveals something about your villain's character," well, I just have to start doing it that way, no matter how long it takes.</p><p></p><p>(I did spend over an hour writing this post, by the way -- I really am hopeless.)</p></blockquote><p></p>
[QUOTE="Noumenon, post: 5165709, member: 70102"] I'm pretty much hopeless on this issue -- I can spend twice as much time prepping a [I]module[/I] as the session lasts. I've never taken on a project as open-ended as DMing, where you have to set the scope and every detail you pursue takes time away from the big picture. It's very educational. My main question to add to the thread is, "How do you learn what to ignore from what you read on EnWorld?" Because each amazing tip takes time. I make NPCs with a single memorable trait now, off a list -- so that adds a minute to every (scarred, glamorous, or solipsist) NPC I build. Then I give them a motivation so I can improv their plans and dialogue. But now I'm cutting into the time for all the other awesome tips -- making three clues for every revelation in the plot, adding interesting terrain to a combat, making sure to plan for failure in a skill challenge. How do you tell the difference between a cool DMing tip being "the right way" and just "one way"? I have no problem with this when I see people using papier-mache minis, I feel no need to spend time doing that. But when I hear something like "make sure your trap design reveals something about your villain's character," well, I just have to start doing it that way, no matter how long it takes. (I did spend over an hour writing this post, by the way -- I really am hopeless.) [/QUOTE]
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