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DMs, what´s your preparation-to-enjoyment ratio?
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<blockquote data-quote="Beginning of the End" data-source="post: 5334936" data-attributes="member: 55271"><p>Enjoyment increases with the amount of prep I do. But it's because I spend my time prepping a toolkit instead of a straitjacket. I think a lot of GMs have a tendency to prep the wrong things -- things that are not only wasting their prep time, but which actually make them <em>less</em> prepared for the game because they're limiting their options instead of giving them more options.</p><p></p><p></p><p></p><p>I dunno.</p><p></p><p>Consider the One Page Dungeon. I'm skeptical of its general utility as an ideal, but as an exercise to remind yourself that prep can be kept to a minimum as long as you're prepping the right stuff it can be very valuable. And I really don't think you need that much experience in order to get a really solid night of entertainment out of a dungeon with 16 or so keyed locations described in a single page.</p><p></p><p>And if you can't write a page of text and whip up a functional map in 90 minutes, you're doing it wrong. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I dunno. Maybe I'm over-estimating people. Maybe I'm secretly a genius. But I've been able to say, "Wanna play?" and whip up a fun, functional dungeon in 10 minutes while the players are rolling up their characters. And I've been doing that since I first started playing.</p><p></p><p>I guess my point is this: In your prep you can write a single bullet point "when Nerissa learns that the PCs are investigating the murder, she'll send a squad of 12 orcs to attack them". That took... what? 12 seconds to prep? But it'll probably chew up at least 15-30 minutes of game time.</p><p></p><p>The one place I will invest "extraneous" prep time is in the gilded edges: Handouts. Digging through supplements to assemble tomes of unique lore which can be found in the campaign world. Customizing a miniature for a particularly notable bad guy. These chew up a lot of time, but they're nice extras if you can find the time. But I don't think they're essential for a successful session.</p><p></p><p></p><p></p><p>See, I'd argue the opposite: The single biggest reason our hobby is dying is the belief that being a GM requires a huge time investment and a devilishly complicated set of skills. And I think that's a belief primarily driven by GMs doing bad prep instead of effective prep.</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5334936, member: 55271"] Enjoyment increases with the amount of prep I do. But it's because I spend my time prepping a toolkit instead of a straitjacket. I think a lot of GMs have a tendency to prep the wrong things -- things that are not only wasting their prep time, but which actually make them [i]less[/i] prepared for the game because they're limiting their options instead of giving them more options. I dunno. Consider the One Page Dungeon. I'm skeptical of its general utility as an ideal, but as an exercise to remind yourself that prep can be kept to a minimum as long as you're prepping the right stuff it can be very valuable. And I really don't think you need that much experience in order to get a really solid night of entertainment out of a dungeon with 16 or so keyed locations described in a single page. And if you can't write a page of text and whip up a functional map in 90 minutes, you're doing it wrong. ;) I dunno. Maybe I'm over-estimating people. Maybe I'm secretly a genius. But I've been able to say, "Wanna play?" and whip up a fun, functional dungeon in 10 minutes while the players are rolling up their characters. And I've been doing that since I first started playing. I guess my point is this: In your prep you can write a single bullet point "when Nerissa learns that the PCs are investigating the murder, she'll send a squad of 12 orcs to attack them". That took... what? 12 seconds to prep? But it'll probably chew up at least 15-30 minutes of game time. The one place I will invest "extraneous" prep time is in the gilded edges: Handouts. Digging through supplements to assemble tomes of unique lore which can be found in the campaign world. Customizing a miniature for a particularly notable bad guy. These chew up a lot of time, but they're nice extras if you can find the time. But I don't think they're essential for a successful session. See, I'd argue the opposite: The single biggest reason our hobby is dying is the belief that being a GM requires a huge time investment and a devilishly complicated set of skills. And I think that's a belief primarily driven by GMs doing bad prep instead of effective prep. [/QUOTE]
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