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Minimizing Prep Time - Forked from "DMing: from fun to work "
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<blockquote data-quote="howandwhy99" data-source="post: 5166101" data-attributes="member: 3192"><p>Lower system complexity is the key to shorter prep times. The less computation you need to perform to create a session's scenario, the less time it should take you to prep. </p><p></p><p>As others have said, published (or another DM's) modules and setting materials can help immensely. I find it takes a far longer time, if I design a game element myself. But converting other's work to the system will still take time, so the system complexity issue matters here too. </p><p></p><p>Campaign prep is really the biggest chunk of time for any game, from my perspective. So the more you can hash out prior to the game's beginning, the easier it should be to prep scenarios from session to session. </p><p></p><p>You could also take a look at many of the new storygames, which focus on prep-less play. No math or dice rolling prep is really needed at all, but situational ideas and interesting personalities generated before play can still help a lot.</p><p></p><p>I think it's fun to prep for games as it is something of a solo game in and of itself, albeit with no choices for the DM. I like to read modules and convert on the fly, but without much of a standard design for them I still prefer do a few test runs with the Player's PCs to find flaws and overall difficulty before getting the Player's okay to add it to the world.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5166101, member: 3192"] Lower system complexity is the key to shorter prep times. The less computation you need to perform to create a session's scenario, the less time it should take you to prep. As others have said, published (or another DM's) modules and setting materials can help immensely. I find it takes a far longer time, if I design a game element myself. But converting other's work to the system will still take time, so the system complexity issue matters here too. Campaign prep is really the biggest chunk of time for any game, from my perspective. So the more you can hash out prior to the game's beginning, the easier it should be to prep scenarios from session to session. You could also take a look at many of the new storygames, which focus on prep-less play. No math or dice rolling prep is really needed at all, but situational ideas and interesting personalities generated before play can still help a lot. I think it's fun to prep for games as it is something of a solo game in and of itself, albeit with no choices for the DM. I like to read modules and convert on the fly, but without much of a standard design for them I still prefer do a few test runs with the Player's PCs to find flaws and overall difficulty before getting the Player's okay to add it to the world. [/QUOTE]
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