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[Ari Marmell's blog] To House Rule or Not to House Rule
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<blockquote data-quote="ExploderWizard" data-source="post: 5200091" data-attributes="member: 66434"><p>What I usually do (using any system) for regular campaign play is organize prep into categories:</p><p> </p><p>Locations</p><p>NPC's/Monsters</p><p>Events</p><p> </p><p>I try and work on these independent of each other. If there is a location that is a likely spot for combat then I will note the relevant details about the area.</p><p> </p><p> NPC's have statblocks which contain combat and non-combat </p><p>information (skills, motivations, personal details). The amount of detail depends on the importance and influence of the NPC. A shopkeeper might just have line about personality, skills, and share a combat block identical </p><p>to dozens of other NPC's of this type (listing it just once to save space). A major player in the area would get a full statblock and more notes about goals/motivations. </p><p> </p><p>Events are either triggered by PC activity or set in motion by an outside force ( an NPC, nature, a deity, etc). Some of these will happen at particular times, some might happen without intervention, and others will only happen if the players take specific actions. </p><p>Each element has obvious influence on the others and they combine in various ways but I try and avoid stringing too many together combined with the presence of the PC's. I like to let the players decide what is </p><p>important to focus on. Whatever they decide becomes the center of the action. This is why it is difficult to design meaningful skill challenges. </p><p> </p><p>Using my prep method, if a pursuit begins then the relevant info is at hand. I have info about the environment, the NPC(s) involved, and any events taking place in that area at that time. Detailing an elaborate chase challenge that may or may not happen in that particular place or time seems like wasted work. </p><p> </p><p>The structured scene based design that 4E is designed around is (IMHO) more suited for convention/organized play than open ended home campaigning.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5200091, member: 66434"] What I usually do (using any system) for regular campaign play is organize prep into categories: Locations NPC's/Monsters Events I try and work on these independent of each other. If there is a location that is a likely spot for combat then I will note the relevant details about the area. NPC's have statblocks which contain combat and non-combat information (skills, motivations, personal details). The amount of detail depends on the importance and influence of the NPC. A shopkeeper might just have line about personality, skills, and share a combat block identical to dozens of other NPC's of this type (listing it just once to save space). A major player in the area would get a full statblock and more notes about goals/motivations. Events are either triggered by PC activity or set in motion by an outside force ( an NPC, nature, a deity, etc). Some of these will happen at particular times, some might happen without intervention, and others will only happen if the players take specific actions. Each element has obvious influence on the others and they combine in various ways but I try and avoid stringing too many together combined with the presence of the PC's. I like to let the players decide what is important to focus on. Whatever they decide becomes the center of the action. This is why it is difficult to design meaningful skill challenges. Using my prep method, if a pursuit begins then the relevant info is at hand. I have info about the environment, the NPC(s) involved, and any events taking place in that area at that time. Detailing an elaborate chase challenge that may or may not happen in that particular place or time seems like wasted work. The structured scene based design that 4E is designed around is (IMHO) more suited for convention/organized play than open ended home campaigning. [/QUOTE]
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