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<blockquote data-quote="JamesonCourage" data-source="post: 5584622" data-attributes="member: 6668292"><p>As a GM who runs a sandbox game, I disagree that it takes 26 hours a day to run. In fact, this is by far the game I do the least amount of prep work for. For example, I might put in about 10 minutes of "work" each week, and that's mainly just jotting down a few names and who they are, or reviewing some thing five minutes before sessions.</p><p></p><p>What it really takes to run well is good improvisational skills, and a good memory for consistency's sake. But, I'd say that's necessary to run a pretty great anyways, so it's not a big stretch.</p><p></p><p>Since everything I do is basically purely reactive, I don't have to worry about writing up anything. I just wing it, and maybe make notes along the way for NPC names and who they are. The rest is run off of my memory (or occasionally the group, if I miss something).</p><p></p><p>But, with the system I use (a point buy system), winging NPCs is especially easy. I don't have to worry about class features or anything. I just say "they have ability X, get +X to attacks, and have X hit points" and I know the system will accommodate me if I really feel like justifying it later on. I can even throw in special abilities or traits and know it's fine.</p><p></p><p>Still, even if I went back to a D&D system, all I'd have to do is complete the initial time consumption of, say, mapmaking, and then I'd be good to go. Once that is done, all I have to do is completely wing everything else, while keeping in mind the barest concepts of political machinations. I basically only move the magnifying glass somewhere if the players have a reason to know about it (they're currently at a location, Knowledge check, etc.).</p><p></p><p>Just my two cents. But, honestly, it's the least work I've put in to GMing by far. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5584622, member: 6668292"] As a GM who runs a sandbox game, I disagree that it takes 26 hours a day to run. In fact, this is by far the game I do the least amount of prep work for. For example, I might put in about 10 minutes of "work" each week, and that's mainly just jotting down a few names and who they are, or reviewing some thing five minutes before sessions. What it really takes to run well is good improvisational skills, and a good memory for consistency's sake. But, I'd say that's necessary to run a pretty great anyways, so it's not a big stretch. Since everything I do is basically purely reactive, I don't have to worry about writing up anything. I just wing it, and maybe make notes along the way for NPC names and who they are. The rest is run off of my memory (or occasionally the group, if I miss something). But, with the system I use (a point buy system), winging NPCs is especially easy. I don't have to worry about class features or anything. I just say "they have ability X, get +X to attacks, and have X hit points" and I know the system will accommodate me if I really feel like justifying it later on. I can even throw in special abilities or traits and know it's fine. Still, even if I went back to a D&D system, all I'd have to do is complete the initial time consumption of, say, mapmaking, and then I'd be good to go. Once that is done, all I have to do is completely wing everything else, while keeping in mind the barest concepts of political machinations. I basically only move the magnifying glass somewhere if the players have a reason to know about it (they're currently at a location, Knowledge check, etc.). Just my two cents. But, honestly, it's the least work I've put in to GMing by far. As always, play what you like :) [/QUOTE]
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