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DMs, what´s your preparation-to-enjoyment ratio?
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<blockquote data-quote="scourger" data-source="post: 5333765" data-attributes="member: 12328"><p>I love the prep work, to a degree. Probably my favorite time is thinking of cool games to run. But, over the years I've learned that my players don't think all the cool games I want to run are all that cool and that there is not enough time for all of it. Actually, there isn't really enough time for a small fraction of it. So, I have to be really discerning about where I put my preparation effort. Especially with a family, a job, and everything else IRL. The return has to justify the investment. </p><p></p><p>Currently, I'm enjoying somewhere between a 1:5 and 1:10 ratio of prep time to game time. Although I ponderend the current game for a long time, I really did about 1 evening of hard prep work. There has been a little time here & there over the past 8 or so play sessions, but it pretty much is ready to go from the initial work up. I find that is working well for me right now. </p><p></p><p>I think the fact that my current game is a D&D minis (skirmish) campaign helps control the prep time. There is a story and a goal, but it is not scripted. I hope to translate some of these elemesnt into future games, but DDM is probably too light to be an RPG-type game--even though I've incorporated role-playing elements. I feel like the character development is a little light. My players love it though. And I've long thought that a "box-a-week" camapign would be great fun (although I can't really get new boosters of old D&D minis as easily right now). I may just go with a merger of 3.0/3.5 for the players with DDM for me as the DM next time. We'll see. </p><p></p><p>Savage Worlds was lighter prep for me, but it could do with a line of pre-painted minis with stat cards. Perhaps the new Gamma World will lend itself to this kind of "plug & play" DMing. I hope so.</p></blockquote><p></p>
[QUOTE="scourger, post: 5333765, member: 12328"] I love the prep work, to a degree. Probably my favorite time is thinking of cool games to run. But, over the years I've learned that my players don't think all the cool games I want to run are all that cool and that there is not enough time for all of it. Actually, there isn't really enough time for a small fraction of it. So, I have to be really discerning about where I put my preparation effort. Especially with a family, a job, and everything else IRL. The return has to justify the investment. Currently, I'm enjoying somewhere between a 1:5 and 1:10 ratio of prep time to game time. Although I ponderend the current game for a long time, I really did about 1 evening of hard prep work. There has been a little time here & there over the past 8 or so play sessions, but it pretty much is ready to go from the initial work up. I find that is working well for me right now. I think the fact that my current game is a D&D minis (skirmish) campaign helps control the prep time. There is a story and a goal, but it is not scripted. I hope to translate some of these elemesnt into future games, but DDM is probably too light to be an RPG-type game--even though I've incorporated role-playing elements. I feel like the character development is a little light. My players love it though. And I've long thought that a "box-a-week" camapign would be great fun (although I can't really get new boosters of old D&D minis as easily right now). I may just go with a merger of 3.0/3.5 for the players with DDM for me as the DM next time. We'll see. Savage Worlds was lighter prep for me, but it could do with a line of pre-painted minis with stat cards. Perhaps the new Gamma World will lend itself to this kind of "plug & play" DMing. I hope so. [/QUOTE]
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