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Are DMs getting lazy?
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<blockquote data-quote="pogre" data-source="post: 6552026" data-attributes="member: 6588"><p>Interesting question!</p><p></p><p>Many posters have made a number of great posts. I agree with a lot of what is being said.</p><p></p><p>To use a personal example - I put a lot more time in creating adventures than I did years ago when I played OD&D. I'm not sure if I would enjoy the game as much if I didn't. Making maps, preparing props, sketching out adventure hooks, etc. are all things I enjoy. When I do those things I don't feel like I have "wasted" time, like I do when I watch TV or play a video game. BTW - I have nothing against those type of entertainments - that's just my personal feelings. What takes real effort for me these days is not the prep, but getting times when I can get friends together to play. I'm fortunate to have a great group right now, but that's the tough part for me.</p><p></p><p>I have four children. My third child really likes to run D&D. The version he runs most often is Labyrinth Lord and for an 11-year-old kid, he does an awesome job. He really wants to just run the game though. He wants modules. He really is not all that interested in creating adventures - I think in part because he is concerned about game balance issues.</p><p></p><p>My fourth child likes to run D&D too. He is 9 and nominally runs under the Labyrinth Lord system too. He is the opposite of child three. He loves creating new races, new monsters, new adventures, new magic items, etc. He ran a couple of weeks ago and for the first time ever we ran into a "stock" monster in one of his adventures. His adventures are outrageous, zany, and full of surprises and completely unbalanced. He frequently runs adventures off the cuff just to get the party to face a monster he has recently created. The creation process is by far his favorite part of the hobby. He has ZERO interest is pre-made modules.</p><p></p><p>My oldest plays only. He is 15 and if there is new video game in the house it is tough to get him to play. He loves to read fantasy fiction and watch fantasy-themed shows and movies, but he hates to write. He tried to run some D&D, but gave up on it very quickly. Interestingly, he has far less patience for pen and paper rpgs than the two younger boys. He likes board games and usually will play, particularly is I am running, but he bores easily.</p><p></p><p>Child three is my daughter who is 13. She decided last year she did not like D&D. She loves drama, she loves writing, she loves to read fantasy and science fiction, and she is very creative. My sense is that she decided that teenage girls just do not play D&D. It's a little sad, but she is crazy busy with other stuff and the game will always be there when she gets older.</p><p></p><p>For me, since the adventure making process takes a long time, I appreciate having modules to fill in times when my stuff is not ready. I can run sandbox style or even completely off the cuff. My players seem to enjoy it, but it is a less satisfying experience for me.</p></blockquote><p></p>
[QUOTE="pogre, post: 6552026, member: 6588"] Interesting question! Many posters have made a number of great posts. I agree with a lot of what is being said. To use a personal example - I put a lot more time in creating adventures than I did years ago when I played OD&D. I'm not sure if I would enjoy the game as much if I didn't. Making maps, preparing props, sketching out adventure hooks, etc. are all things I enjoy. When I do those things I don't feel like I have "wasted" time, like I do when I watch TV or play a video game. BTW - I have nothing against those type of entertainments - that's just my personal feelings. What takes real effort for me these days is not the prep, but getting times when I can get friends together to play. I'm fortunate to have a great group right now, but that's the tough part for me. I have four children. My third child really likes to run D&D. The version he runs most often is Labyrinth Lord and for an 11-year-old kid, he does an awesome job. He really wants to just run the game though. He wants modules. He really is not all that interested in creating adventures - I think in part because he is concerned about game balance issues. My fourth child likes to run D&D too. He is 9 and nominally runs under the Labyrinth Lord system too. He is the opposite of child three. He loves creating new races, new monsters, new adventures, new magic items, etc. He ran a couple of weeks ago and for the first time ever we ran into a "stock" monster in one of his adventures. His adventures are outrageous, zany, and full of surprises and completely unbalanced. He frequently runs adventures off the cuff just to get the party to face a monster he has recently created. The creation process is by far his favorite part of the hobby. He has ZERO interest is pre-made modules. My oldest plays only. He is 15 and if there is new video game in the house it is tough to get him to play. He loves to read fantasy fiction and watch fantasy-themed shows and movies, but he hates to write. He tried to run some D&D, but gave up on it very quickly. Interestingly, he has far less patience for pen and paper rpgs than the two younger boys. He likes board games and usually will play, particularly is I am running, but he bores easily. Child three is my daughter who is 13. She decided last year she did not like D&D. She loves drama, she loves writing, she loves to read fantasy and science fiction, and she is very creative. My sense is that she decided that teenage girls just do not play D&D. It's a little sad, but she is crazy busy with other stuff and the game will always be there when she gets older. For me, since the adventure making process takes a long time, I appreciate having modules to fill in times when my stuff is not ready. I can run sandbox style or even completely off the cuff. My players seem to enjoy it, but it is a less satisfying experience for me. [/QUOTE]
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