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How I Learned To Stop Worrying About Game Prep
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<blockquote data-quote="Mercule" data-source="post: 7720993" data-attributes="member: 5100"><p>I definitely think the "who" is as important as the "what". Most of the best games* I've been in were 75% winged and I'm not sure the other 25% was ever written down. But.... I've got a player -- he prefers to play, but can be talked into GMing -- who does a fabulous job at running modules. Very enjoyable, ties things together nicely, keeps the action going, that sort of thing.</p><p></p><p>For myself, I've almost exclusively winged it. Started off that way, but then "got smart" and started copying the style of modules, just less formal. It never took. After about a year, I went back to winging it. It depends on how you frame it, though. There's a lot of stuff in my head, but I don't worry about getting it to paper.</p><p></p><p>I've run campaigns that lasted for years. In college, I'd run campaigns/chronicles that lasted the school year, close out with a solid resolution, then start something the next fall -- one of those was actually a sequel to the previous year's campaign, but definitely different.</p><p></p><p>One of the things that really soured me on 3E was that it really did require prep time to do it well. Sure, you <u>can</u> wing the 15th level captain, along with his three friends, but the heavy sense of balance really made me feel like I needed to stat things out fairly. Totally killed my game. Since 5E came out, I've been running the published adventures, but they just don't feel as "alive". I should try winging 5E before doing anything too drastic.</p><p></p><p>I've really been eyeing Fate and Savage Worlds a lot, lately, though.</p><p></p><p>* The one that truly amazed me was the guy who ran Fantasy Hero without prep.</p></blockquote><p></p>
[QUOTE="Mercule, post: 7720993, member: 5100"] I definitely think the "who" is as important as the "what". Most of the best games* I've been in were 75% winged and I'm not sure the other 25% was ever written down. But.... I've got a player -- he prefers to play, but can be talked into GMing -- who does a fabulous job at running modules. Very enjoyable, ties things together nicely, keeps the action going, that sort of thing. For myself, I've almost exclusively winged it. Started off that way, but then "got smart" and started copying the style of modules, just less formal. It never took. After about a year, I went back to winging it. It depends on how you frame it, though. There's a lot of stuff in my head, but I don't worry about getting it to paper. I've run campaigns that lasted for years. In college, I'd run campaigns/chronicles that lasted the school year, close out with a solid resolution, then start something the next fall -- one of those was actually a sequel to the previous year's campaign, but definitely different. One of the things that really soured me on 3E was that it really did require prep time to do it well. Sure, you [U]can[/U] wing the 15th level captain, along with his three friends, but the heavy sense of balance really made me feel like I needed to stat things out fairly. Totally killed my game. Since 5E came out, I've been running the published adventures, but they just don't feel as "alive". I should try winging 5E before doing anything too drastic. I've really been eyeing Fate and Savage Worlds a lot, lately, though. * The one that truly amazed me was the guy who ran Fantasy Hero without prep. [/QUOTE]
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