Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Down to six pages of prep work
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tony Vargas" data-source="post: 6596748" data-attributes="member: 996"><p>I'm sure your prep time will continue to fall as you get more accustomed to the new edition.</p><p></p><p>For the longest time, I wouldn't prep D&D and many other games, at all. Stats were a pain to pull together and write down, and would often end up needing to be adjusted on the fly, anyway, so I got used to skipping the prep and ballparking/adjusting the stats as I ran the game. Works great for sandboxing, obviously. That probably reach a crescendo with 3e, which was so involved and intricate that I only ran one relatively short (if successful) campaign in 3.0 before deciding to just play - a decision that felt particularly right as the community shifted more and more towards reverence for RAW (my one 3.0 campaign used a number of rules variants that, I'm guessing, would not have been easily accepted in 3.5). 4e I started running with Encounters and had a published adventure to work with, not something I usually did, but I found I didn't need to modify it on the fly like I was accustomed to doing, so, when I started running an original 4e campaign, I started doing the prep work for it, which, between encounter guidelines that gave fairly consistent results and the monster builder tool, was surprisingly easy. </p><p></p><p>With 5e, I find I'm back to my more accustomed style of adjusting combats on the fly when I run from a module, or just making them up as I go when the players jump the rail and I decide to throw something at them. I did try running the first few sessions of HotDQ 'by the book,' and (since I was going to run two of them again at a convention) also tried using the encounter guidelines to 'fix' them ahead of time. Neither worked out well, the encounter guidelines are more complicated than they need to be, and don't deliver consistent results. It's easier, and, I think, gives better results, to just have a basic idea of a possible encounter (goblins hiding in the rocks; skeletons emerge from niches in the wall; you walk into a gelatinous cube; whatever) and iron out the details as it progresses. Running TotM, it's even easy to adjust the number of monsters in an encounter on the fly, since the players don't have the luxury of just counting the minis you put out, and you're under no obligation to use precise numbers in your descriptions. Seems to be working well - when I get run.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6596748, member: 996"] I'm sure your prep time will continue to fall as you get more accustomed to the new edition. For the longest time, I wouldn't prep D&D and many other games, at all. Stats were a pain to pull together and write down, and would often end up needing to be adjusted on the fly, anyway, so I got used to skipping the prep and ballparking/adjusting the stats as I ran the game. Works great for sandboxing, obviously. That probably reach a crescendo with 3e, which was so involved and intricate that I only ran one relatively short (if successful) campaign in 3.0 before deciding to just play - a decision that felt particularly right as the community shifted more and more towards reverence for RAW (my one 3.0 campaign used a number of rules variants that, I'm guessing, would not have been easily accepted in 3.5). 4e I started running with Encounters and had a published adventure to work with, not something I usually did, but I found I didn't need to modify it on the fly like I was accustomed to doing, so, when I started running an original 4e campaign, I started doing the prep work for it, which, between encounter guidelines that gave fairly consistent results and the monster builder tool, was surprisingly easy. With 5e, I find I'm back to my more accustomed style of adjusting combats on the fly when I run from a module, or just making them up as I go when the players jump the rail and I decide to throw something at them. I did try running the first few sessions of HotDQ 'by the book,' and (since I was going to run two of them again at a convention) also tried using the encounter guidelines to 'fix' them ahead of time. Neither worked out well, the encounter guidelines are more complicated than they need to be, and don't deliver consistent results. It's easier, and, I think, gives better results, to just have a basic idea of a possible encounter (goblins hiding in the rocks; skeletons emerge from niches in the wall; you walk into a gelatinous cube; whatever) and iron out the details as it progresses. Running TotM, it's even easy to adjust the number of monsters in an encounter on the fly, since the players don't have the luxury of just counting the minis you put out, and you're under no obligation to use precise numbers in your descriptions. Seems to be working well - when I get run. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Down to six pages of prep work
Top