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DMs, what´s your preparation-to-enjoyment ratio?
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<blockquote data-quote="Ant" data-source="post: 5331536" data-attributes="member: 17627"><p>These days more than 30 minutes of prep is too much. That's why I rarely use minis any more.</p><p></p><p>I definitely agree that my games are a lot more fun when I'm winging it.</p><p></p><p>Here are some of my rules on winging it:</p><p></p><p>1) Have an overall gameplan for the night -- even if it's just 2 lines worth of plot hooks.</p><p></p><p>2) Pre-written adventures are an invaluable tool. For me its maps and instant treasure lists. I spend a few minutes marking treasure with a highlighter. I am the the worst when it comes to on-the-fly treasure!</p><p></p><p>3) The players don't know when you've made a mistake. Don't flub around apologising! If it looks like the players reacted positively then act like that was your plan all along and run with it! I've had some awesome nights because of some misread lines in the read-out box (ah yes, the dreaded "giant stone crab" that was actually meant to be a "giant crab spider" -- one of my favourite accidental monsters that caused the players all sorts of amusement and grief).</p><p></p><p>4) Always keep a sheet of random names handy. No-one can quickly make up good names that don't start following similar patterns.</p><p></p><p>5) The golden rule when winging it -- make sure you scribble down some damn notes while you're making up all this bulldust! It's a real life-saver for the next session. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I used all of the above when I ran the players through Paizo's Final Resting Place adventure in Dungeon. By the end I was making whole parts of the adventure up just based on pictures in the adventure. It was a fabulous night (two PC deaths! Woo!) and I've had some great player feedback.</p><p></p><p>Edit: So, yes, pretty much the exact opposite of what Celebrim said there. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Ant, post: 5331536, member: 17627"] These days more than 30 minutes of prep is too much. That's why I rarely use minis any more. I definitely agree that my games are a lot more fun when I'm winging it. Here are some of my rules on winging it: 1) Have an overall gameplan for the night -- even if it's just 2 lines worth of plot hooks. 2) Pre-written adventures are an invaluable tool. For me its maps and instant treasure lists. I spend a few minutes marking treasure with a highlighter. I am the the worst when it comes to on-the-fly treasure! 3) The players don't know when you've made a mistake. Don't flub around apologising! If it looks like the players reacted positively then act like that was your plan all along and run with it! I've had some awesome nights because of some misread lines in the read-out box (ah yes, the dreaded "giant stone crab" that was actually meant to be a "giant crab spider" -- one of my favourite accidental monsters that caused the players all sorts of amusement and grief). 4) Always keep a sheet of random names handy. No-one can quickly make up good names that don't start following similar patterns. 5) The golden rule when winging it -- make sure you scribble down some damn notes while you're making up all this bulldust! It's a real life-saver for the next session. :) I used all of the above when I ran the players through Paizo's Final Resting Place adventure in Dungeon. By the end I was making whole parts of the adventure up just based on pictures in the adventure. It was a fabulous night (two PC deaths! Woo!) and I've had some great player feedback. Edit: So, yes, pretty much the exact opposite of what Celebrim said there. :) [/QUOTE]
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DMs, what´s your preparation-to-enjoyment ratio?
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