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How much prep time do you use each week?
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<blockquote data-quote="Neo" data-source="post: 1353672" data-attributes="member: 4139"><p>I run a game twice a week (though currently down to one a week due to some of the group suffering car troubles).</p><p></p><p>Regarding prep time, I would have to say I spend every available minute throughout the week doing prep of some sort. To elaborate however I do not "over prep" I dont write out every room of a locale, detail its entire contents, list all fixed encounters etc... as that is what Published adventures tend to be and I'm no great fan of those.</p><p></p><p>I prefer a non linear approach, so I'll have a plot idea written down and the kind possible resolutions written down also. I'll then detail any significant NPC's on thier own sheets, and do another sheet of various other NPC's that may turn up (guardsman, commoners, thugs etc...). I may also get a map or two together but do not as I say detail its contents beyond room functions. Next based on the groups ECL I'll prepare a sheet of suitable CR traps that could be used. Beyond this I'll create the odd handout and thats about it.</p><p></p><p>In this way I am able to run a very open ended game where the PC's have almost total freedom to explore or act as they wish. My PC's tend to further add to events by writing character backgrounds and from these I frequently weave thier own sub plots into the main plot here and there, this creates a very personal campaign.</p><p></p><p>Individual adventures or more accurately "plots" will have an obvious goal, but not necessarily an obvious end..so I avoid the whole "Congradulations that is XXX completed..next week we'll be playing XXX for 4th to 7th levels" mallarchy.</p><p></p><p>I'll add numerous twists and possible encounters throughout the week many times also, most often in the form of a sentence or brief descriptor e.g Talons sister has been corrupted into the service of the Villain, add showdown with possible redemption and reunion".. sort of thing, which all go into a notebook I keep. Many times i'll get a brainwave when I go to bed...this makes getting sleep a hit and miss thing <lol>.</p><p></p><p>Ive heard many times in the past people claim they arent ready to run a game or didnt get things written up in time...but generally I think thats just over-prep anyway. the trick is to provide what you need in as minimalist way as possible and develop your ad lib skills to take the adventure in whichever direction it naturally flows, without the need for half a tree of preplanned rooms, encounters, tables and so forth..</p></blockquote><p></p>
[QUOTE="Neo, post: 1353672, member: 4139"] I run a game twice a week (though currently down to one a week due to some of the group suffering car troubles). Regarding prep time, I would have to say I spend every available minute throughout the week doing prep of some sort. To elaborate however I do not "over prep" I dont write out every room of a locale, detail its entire contents, list all fixed encounters etc... as that is what Published adventures tend to be and I'm no great fan of those. I prefer a non linear approach, so I'll have a plot idea written down and the kind possible resolutions written down also. I'll then detail any significant NPC's on thier own sheets, and do another sheet of various other NPC's that may turn up (guardsman, commoners, thugs etc...). I may also get a map or two together but do not as I say detail its contents beyond room functions. Next based on the groups ECL I'll prepare a sheet of suitable CR traps that could be used. Beyond this I'll create the odd handout and thats about it. In this way I am able to run a very open ended game where the PC's have almost total freedom to explore or act as they wish. My PC's tend to further add to events by writing character backgrounds and from these I frequently weave thier own sub plots into the main plot here and there, this creates a very personal campaign. Individual adventures or more accurately "plots" will have an obvious goal, but not necessarily an obvious end..so I avoid the whole "Congradulations that is XXX completed..next week we'll be playing XXX for 4th to 7th levels" mallarchy. I'll add numerous twists and possible encounters throughout the week many times also, most often in the form of a sentence or brief descriptor e.g Talons sister has been corrupted into the service of the Villain, add showdown with possible redemption and reunion".. sort of thing, which all go into a notebook I keep. Many times i'll get a brainwave when I go to bed...this makes getting sleep a hit and miss thing <lol>. Ive heard many times in the past people claim they arent ready to run a game or didnt get things written up in time...but generally I think thats just over-prep anyway. the trick is to provide what you need in as minimalist way as possible and develop your ad lib skills to take the adventure in whichever direction it naturally flows, without the need for half a tree of preplanned rooms, encounters, tables and so forth.. [/QUOTE]
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