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General Tabletop Discussion
*TTRPGs General
How much do you prepare your adventures, and how good is your "improvisation?"
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<blockquote data-quote="meomwt" data-source="post: 3669161" data-attributes="member: 47885"><p>When I started DM-ing games properly (as opposed to creating deathtrap T&T dungeons 3 levels long which killed half the party in the first chamber), I tended to write down <u>everything</u> - bartenders' names, the colours of the raiding parties' horses, stats for NPC's the party wouldn't ever meet - "just in case" I needed them - then the details would be there. </p><p></p><p>As I grew in confidence, I relaxed a bit and was able to "wing" it a little - for example, the infamous session where the friendly copper dragon helped the PC's exterminate a group of dwarven bandits ( I think I might have been ill that evening). </p><p></p><p>With the advent of 3.x, I find that module prep time is an issue. Whilst I can put together small encounters easily (stat blocks for enemies can be put together on HeroForge or MonsterForge fairly quickly), I need to use published adventures more and more as the basis for my campiagns. Of course, having a job, a long commute, and two small children doesn't aid creativity </p><p></p><p>That's not to say I can't wing it, however. Last week's session had a fair bit of improv, as the PC's got invited to join a Guild Parade, became inducted into a Guild in return for helping them out, were invited to a major City feast (and got another bit of Plot Background fed to them in return), enjoyed a raucous night in the tavern and picked up some info on a group gaining influence in the shanty town outside the City Walls. </p><p></p><p>It was all role-playing - no combat - all improvised by myself and a thoroughly enjoyable evening was had by all.</p></blockquote><p></p>
[QUOTE="meomwt, post: 3669161, member: 47885"] When I started DM-ing games properly (as opposed to creating deathtrap T&T dungeons 3 levels long which killed half the party in the first chamber), I tended to write down [u]everything[/u] - bartenders' names, the colours of the raiding parties' horses, stats for NPC's the party wouldn't ever meet - "just in case" I needed them - then the details would be there. As I grew in confidence, I relaxed a bit and was able to "wing" it a little - for example, the infamous session where the friendly copper dragon helped the PC's exterminate a group of dwarven bandits ( I think I might have been ill that evening). With the advent of 3.x, I find that module prep time is an issue. Whilst I can put together small encounters easily (stat blocks for enemies can be put together on HeroForge or MonsterForge fairly quickly), I need to use published adventures more and more as the basis for my campiagns. Of course, having a job, a long commute, and two small children doesn't aid creativity That's not to say I can't wing it, however. Last week's session had a fair bit of improv, as the PC's got invited to join a Guild Parade, became inducted into a Guild in return for helping them out, were invited to a major City feast (and got another bit of Plot Background fed to them in return), enjoyed a raucous night in the tavern and picked up some info on a group gaining influence in the shanty town outside the City Walls. It was all role-playing - no combat - all improvised by myself and a thoroughly enjoyable evening was had by all. [/QUOTE]
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How much do you prepare your adventures, and how good is your "improvisation?"
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