EricNoah said:
I'm not good enough with 3E to wing it yet. It will take some time to be able to come up with NPC stats on the fly.
Stats? Nah. Just roll the dice, consider the result, compare with the presumed "toughness" of the bad guy in question, and declare an outcome. Make up fun abilities ("And then he BREATHES FIRE ON YOUR FACE"). Worry about the rules later.
I've spent many a post-session hour wondering how the heck to justify what I just had my bad guy do. Some of my best plot points have come out of completely unexpected abilities NPCs suddenly needed to have. (If you're reading Barsoom Tales, just wait till you find out how tough Yuek Man Chong REALLY is -- there's a primary campaign plot that hinges on the fact that I wanted her to survive something)
When I feel like winging it, I'm pretty no-wires. Dice? Who needs dice?
I don't wing it so much in 3E because I actually want to LEARN the rules, I think. Which is weird, for me. But winging it is important, too.
You get more creative when you're coming up with stuff on the fly. Your instincts (which are probably more reliable than your brain, if you're anything like me) kick into gear and all sorts of stuff that you would have in more relaxed moments dismissed as too "out there" suddenly start coming out of your mouth. And then after that, your brain needs to process this stuff and set in some sort of order.
A campaign's never going to go the way you think it is. What would be the point in running it, if it did? BORING. So there's always some degree of "winginess". Embrace the wing. Trust your instincts. And resign yourself to scrambling like heck to justify the nonsense you come up with while you do.
That said, I do a lot of prep work these days. I find it very satisfying to have details at hand, to be prepared -- plus I just like doing the thinking about my campaign. It's a fun place to hang out. I regularly jot down notes on what people all over the world are up to, and it's like checking on old friends ("I wonder what Boyce is up to these days...").