Rules That Seldom Come Up
In some cases, when designing an adventure I find myself using rules that seldom come up. For example, rules for underwater combat. In these circumstances, I try to include a bulletin-point summary of the rules in my notes for the encounter in question. This makes it very easy to use the rules without having to flip through books at the table. In the case of underwater combat, I am using (as a house rule) material from the
Legends & Lairs Seafarar's Handbook, so that would otherwise be additional material that I would have to flip through. Although my adventure notes are longer than average, they are easier to follow this way!
Earlier, I had mentioned that a PC's background being used as a plot hook might engender the creation of 100+ pages of material. Unfortunately (perhaps) this is not an exaggeration. For me, a story arc goes beyond a single adventure. Something that the PC comes up with may cause me to design a city, a village, a dungeon, a cave system, a ruined town, etc., etc.
One character's story arc affects different stories. It may even affect different
groups playing in the same campaign world. For example, the events in my current PbP began as a result of two actions in my tabletop game. This, for me, is normal stuff.
I love DMing. I doubt I'll ever quit.
For myself, and other DMs like me, the game is a labour of love. We put in long hours. We do
way more work than any player in her right mind would do. The campaign world is ours, and we are the final arbiters thereof. After all, we control the gods.
Unlike some here, the longer I play 3.X, the more I find that I need to tinker with it to get it to do what I want it to do. Again, the engine is fantastic. It's just the window dressing (how do you use a gnomish pick, anyway?) that needs serious reworking.
(For me, though, the window dressing is all the races, all the classes, some of the feats [mostly, I need to add some world-specific ones], and some of the spells [not folkloric enough, too video-game-y].)
RC