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Minimizing Prep Time - Forked from "DMing: from fun to work "
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<blockquote data-quote="Doug McCrae" data-source="post: 5164655" data-attributes="member: 21169"><p>I expect you set yourself higher quality standards than most, that's part of it.</p><p></p><p>Other than that there are two solutions:</p><p></p><p>1) Just make <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> up. It is much easier to do this with a small amount of highly targeted prep consisting of:</p><p>a) some general world info</p><p>b) adventure synopses (see below)</p><p>c) lists of names</p><p>A Monster Manual helps massively. Also, the usual D&D stuff like random encounter tables, random treasure tables, etc.</p><p></p><p>2) Make the PC's tasks harder. Have them take longer. Make PC actions and schemes fail more often. This is a very bad solution imo, as the GM hasn't added more content, but it will definitely spin out your prep. I once experienced a whole session of AD&D in which we did nothing but attempt to scale an icy cliff. It was really, really boring, but some people seem to like that kind of thing. I have also encountered players who love to spend hours discussing theories as to what's going on with the other players. If you can find someone (ideally two someones) like that, you're gold.</p><p></p><p>EDIT: Spin out all the boring parts such as haggling with merchants. Keep track of encumbrance, ammunition, food and water. Watch order, marching order, door opening procedure. 20 minutes of fun packed into 4 hours. Your sessions will last forever, nothing will happen, you'll hardly need any prep.</p><p></p><p></p><p>Example of an adventure synopsis:</p><p>The hag, Jagent the Verminous has roused the formerly placid lizardmen of the Sloomean Bog to make attacks upon human settlements. The PCs are hired to stop the attacks.</p><p>Possible complication 1: Bullywugs of the Redthroat tribe are in alliance with the lizardmen.</p><p>Possible complication 2: The lizardmen as a whole are blameless, Jagent has used potions to control a few in hopes of provoking a broader human/lizardman conflict.</p><p>Possible motivation 1: Jagent hopes to dominate the region, once the two sides are weakened.</p><p>Possible motivation 2: Jagent is in the pay of the Legion of Ouroboros, a githyanki faction. (Figure out their motivation later.)</p><p></p><p>I find the names are the most significant part here, they're the most important step towards making a thing real. Names suggest attributes, and after that you're pretty much done.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 5164655, member: 21169"] I expect you set yourself higher quality standards than most, that's part of it. Other than that there are two solutions: 1) Just make :):):):) up. It is much easier to do this with a small amount of highly targeted prep consisting of: a) some general world info b) adventure synopses (see below) c) lists of names A Monster Manual helps massively. Also, the usual D&D stuff like random encounter tables, random treasure tables, etc. 2) Make the PC's tasks harder. Have them take longer. Make PC actions and schemes fail more often. This is a very bad solution imo, as the GM hasn't added more content, but it will definitely spin out your prep. I once experienced a whole session of AD&D in which we did nothing but attempt to scale an icy cliff. It was really, really boring, but some people seem to like that kind of thing. I have also encountered players who love to spend hours discussing theories as to what's going on with the other players. If you can find someone (ideally two someones) like that, you're gold. EDIT: Spin out all the boring parts such as haggling with merchants. Keep track of encumbrance, ammunition, food and water. Watch order, marching order, door opening procedure. 20 minutes of fun packed into 4 hours. Your sessions will last forever, nothing will happen, you'll hardly need any prep. Example of an adventure synopsis: The hag, Jagent the Verminous has roused the formerly placid lizardmen of the Sloomean Bog to make attacks upon human settlements. The PCs are hired to stop the attacks. Possible complication 1: Bullywugs of the Redthroat tribe are in alliance with the lizardmen. Possible complication 2: The lizardmen as a whole are blameless, Jagent has used potions to control a few in hopes of provoking a broader human/lizardman conflict. Possible motivation 1: Jagent hopes to dominate the region, once the two sides are weakened. Possible motivation 2: Jagent is in the pay of the Legion of Ouroboros, a githyanki faction. (Figure out their motivation later.) I find the names are the most significant part here, they're the most important step towards making a thing real. Names suggest attributes, and after that you're pretty much done. [/QUOTE]
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