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<blockquote data-quote="NCSUCodeMonkey" data-source="post: 3540955" data-attributes="member: 2047"><p>Well, I'm probably the last person to talk to about prep times, since most of my home brew adventures become 20+ page documents full of room descriptions and back story, but honestly it's the only way that I can think. Here are some things that I've used both at the table and beforehand:</p><p></p><p>#1: The old monster switch has already been described by <strong>Land Outcast</strong>, but I've taken it even further (it goes to 11!) and revamped entire adventures. Last year I ran Necromancer's Ruins of Rappan Athuk, but the entire place was a fortress in the land of the dead instead of...well, whatever it was supposed to be. I didn't pay much attention, to be honest. Loads of time was saved, as orcs, grunts, etc. just acquired the undead type and I rolled with it.</p><p></p><p>#2: I used to hate the idea of a laptop at the table, and I still do for tracking initiative, monsters, etc. However, d20srd.org (become a subscriber and you can download the whole thing) + the firefox suggestions here (<a href="http://www.d20srd.org/usageTips.htm" target="_blank">http://www.d20srd.org/usageTips.htm</a>) make for the fastest rules reference ever. I can usually be reading the rule while my players are reaching for the book. Mmmmmm....typeahead find.</p><p></p><p>#3: Can't remember how grappling works? Drowning? Cold exposure? Me neither. That's why if I KNOW that stuff is coming up, I flip over to d20srd.org and copy and paste the rules wholesale into my notes.</p><p></p><p>I'll pop back in if I think of anything else....</p></blockquote><p></p>
[QUOTE="NCSUCodeMonkey, post: 3540955, member: 2047"] Well, I'm probably the last person to talk to about prep times, since most of my home brew adventures become 20+ page documents full of room descriptions and back story, but honestly it's the only way that I can think. Here are some things that I've used both at the table and beforehand: #1: The old monster switch has already been described by [b]Land Outcast[/b], but I've taken it even further (it goes to 11!) and revamped entire adventures. Last year I ran Necromancer's Ruins of Rappan Athuk, but the entire place was a fortress in the land of the dead instead of...well, whatever it was supposed to be. I didn't pay much attention, to be honest. Loads of time was saved, as orcs, grunts, etc. just acquired the undead type and I rolled with it. #2: I used to hate the idea of a laptop at the table, and I still do for tracking initiative, monsters, etc. However, d20srd.org (become a subscriber and you can download the whole thing) + the firefox suggestions here ([url]http://www.d20srd.org/usageTips.htm[/url]) make for the fastest rules reference ever. I can usually be reading the rule while my players are reaching for the book. Mmmmmm....typeahead find. #3: Can't remember how grappling works? Drowning? Cold exposure? Me neither. That's why if I KNOW that stuff is coming up, I flip over to d20srd.org and copy and paste the rules wholesale into my notes. I'll pop back in if I think of anything else.... [/QUOTE]
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