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How I Learned To Stop Worrying About Game Prep
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<blockquote data-quote="Celebrim" data-source="post: 7722030" data-attributes="member: 4937"><p>Well, only to the extent that you would expect more preparation to naturally lead to greater success as an actor or a director.</p><p></p><p>I think my point would be more comparable to the idea you can't expect to master the craft of being an actor or a director without putting significant effort into doing so. Sure, there are people out there who are naturally talented at acting and seem to get into character effortlessly, but don't assume first that it is as effortless as they make it seem and secondly don't assume that you are so talented you don't need to work at your craft.</p><p></p><p>With that in mind, I think it's obvious why I would assume a broad definition of preparation is important, because what it takes to master your craft - and in particular to create that particular construct/gameplay/play experience - can vary widely both on the talents of the GM and the sort of construct they are trying to make. </p><p></p><p>Where you would misunderstand me completely is to understand that I'm saying you have to draw six dungeon levels or some other specific traditional preparation task, or that merely drawing six dungeon levels would make you a better GM (although, honestly, it would be a useful exercise even if you never planned to run a mega-dungeon).</p><p></p><p>I will say though that the best GMs I've met correlate strongly with the most motivated GMs with the highest time investments in their craft and their game, while the worst ones were the ones that thought they could just 'wing it' and show up with out having put any 'sweat' into the game.</p><p></p><p>I think there is a place for a game you really can wing with little or no preparation, but the sort of "construct" that creates would necessarily be narrow - there would be some experiences it just really couldn't create.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7722030, member: 4937"] Well, only to the extent that you would expect more preparation to naturally lead to greater success as an actor or a director. I think my point would be more comparable to the idea you can't expect to master the craft of being an actor or a director without putting significant effort into doing so. Sure, there are people out there who are naturally talented at acting and seem to get into character effortlessly, but don't assume first that it is as effortless as they make it seem and secondly don't assume that you are so talented you don't need to work at your craft. With that in mind, I think it's obvious why I would assume a broad definition of preparation is important, because what it takes to master your craft - and in particular to create that particular construct/gameplay/play experience - can vary widely both on the talents of the GM and the sort of construct they are trying to make. Where you would misunderstand me completely is to understand that I'm saying you have to draw six dungeon levels or some other specific traditional preparation task, or that merely drawing six dungeon levels would make you a better GM (although, honestly, it would be a useful exercise even if you never planned to run a mega-dungeon). I will say though that the best GMs I've met correlate strongly with the most motivated GMs with the highest time investments in their craft and their game, while the worst ones were the ones that thought they could just 'wing it' and show up with out having put any 'sweat' into the game. I think there is a place for a game you really can wing with little or no preparation, but the sort of "construct" that creates would necessarily be narrow - there would be some experiences it just really couldn't create. [/QUOTE]
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