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<blockquote data-quote="Orlax" data-source="post: 6753499" data-attributes="member: 6801305"><p>I pretty much never prep. I know what types of things are around the players, I generally know what my big bad guys are doing around the same time. My big thing when I run games is that I let the players do whatever they want. If they want to spend the whole session going over the events of a single day in town where all they did was try and track down rumors of a magic sword then I'll run that session happily and I'll kick in a few fun encounters on the way to finding the rumors of the sword. Maybe the city has a general infestation of some kind of monster, or there are some thieves that they to assault the party, or they need to talk some wizard into giving them a seemingly innocuous tome that actually acts as an encryption key for the directions to the treasure they are looking for. Then after that short adventure we can have fun encounters trying to go get that sword, should they decide the rumors are good enough to go on. If on the next day they abandon that quest hook, and decide to go about a normal day in town I'll quickly find some kind of adventure hook for them to grab onto for the session (maybe in their meanderings around town they find a vampire's hideout, or some entrance to a secret tunnel system under the city they are in. Every so often I'll ask my players to get on the rails to a more produced adventure (for when I've picked up a short published adventure that will fit into my game) but even in the execution of that I will give them some free choices as to what they do along the way and I will consistently thank them for getting on the rails. </p><p></p><p>I think a large portion of the problem here is having to high an expectation of the players. Sometimes the player will take 10 minutes to make a decision their character made within 6 seconds. That's totally fine, they don't need to be a super genius to play a super genius. They have the luxury of being able to stop in game time to really figure out what they want their characters to do.</p><p></p><p>Also given prior knowledge of zard's gaming habits I'm surprised he hasn't hit DM burnout faster.</p></blockquote><p></p>
[QUOTE="Orlax, post: 6753499, member: 6801305"] I pretty much never prep. I know what types of things are around the players, I generally know what my big bad guys are doing around the same time. My big thing when I run games is that I let the players do whatever they want. If they want to spend the whole session going over the events of a single day in town where all they did was try and track down rumors of a magic sword then I'll run that session happily and I'll kick in a few fun encounters on the way to finding the rumors of the sword. Maybe the city has a general infestation of some kind of monster, or there are some thieves that they to assault the party, or they need to talk some wizard into giving them a seemingly innocuous tome that actually acts as an encryption key for the directions to the treasure they are looking for. Then after that short adventure we can have fun encounters trying to go get that sword, should they decide the rumors are good enough to go on. If on the next day they abandon that quest hook, and decide to go about a normal day in town I'll quickly find some kind of adventure hook for them to grab onto for the session (maybe in their meanderings around town they find a vampire's hideout, or some entrance to a secret tunnel system under the city they are in. Every so often I'll ask my players to get on the rails to a more produced adventure (for when I've picked up a short published adventure that will fit into my game) but even in the execution of that I will give them some free choices as to what they do along the way and I will consistently thank them for getting on the rails. I think a large portion of the problem here is having to high an expectation of the players. Sometimes the player will take 10 minutes to make a decision their character made within 6 seconds. That's totally fine, they don't need to be a super genius to play a super genius. They have the luxury of being able to stop in game time to really figure out what they want their characters to do. Also given prior knowledge of zard's gaming habits I'm surprised he hasn't hit DM burnout faster. [/QUOTE]
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