Playing D&D without study or preparation.

In trying to do games with minimial prep time, I got double whammied when I switched to 3e.

The first whammy was adjusting back to a lot of the DND sacred cows, I hadn't done DND in years -- sticking to classless and leveless systems. (3e seems like a comprimise system I could live with, yet attract players with no motivation to learn new games.)

The second whammy was that I had been with a creative group that gave the DM a lot of leeway, in fact we all rotated the duties so we all knew how it felt to be in the captians chair. In addtiton to that most of us loved to improv and go with what the players were doing. My new group is very rules lawerish and some of them like to see how they can push the GM and other players. The funny thing is that as DMs they are very strict (I never heard so many no's until I played in this group.)

So in my old games with my old group, I could just come up with an outline and almost literarly make up the foes when the PCs met them (Mostly White Wolf). The biggest trick would be overestimate the party and then keep pouring on the powers and damage until the group seemed challanged, after that any additional (and unknown) powers were "forgotten."

It seemed in DND 3e my numbers were off, either too low or too high, and a lot of the players have memorized the books to the Nth degree. If I throw out a power, they know what level it is -- no going back now. In additon to that, a lot of lower level powers are a lot weaker (duh!) so PC don't get slowed down as much as they need if you want to play the "step it up until they hurt" tactic. I've noticed a lot of GMs usualy bring out the biggest guns first to soften up the crowd (and give players a clue about the level of enemy they are facing) and then resort to other tactics when they run out of slots for the big spell.

So for my personal experience, in order to improve in DND 3e I need to be much more precise than in my other games. This isn't a bad thing, but it was good for me either as I dealt with a larger learning curve than I anticpated.
 

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mmadsen said:
I said:
Joshua Dyal replied:
Thank you.

I think a large part of the problem is that D&D bombards you with every mythic/fantasy trope all at once, and they're all "used up" by the time you're third level. Where do you go from there?

I've been trying to figure this out for Urbis as well. Here are some possibilities for high-level PCs:

- Try to take over a large city-state (which is harder than it sounds - no matter how tough you are, can you really control a city of several million people?).

- Once you have taken over a city-state, try to fend off others who try to do the same to you (after all, you have just proven that it can be done...).

- Once you are secure in your position (yeah, right...), engage in some really megalomanical projects. Want to build a mile-high nexus tower? Sure, why not. Want to be the first ruler whose city has a population of more than 10 million inhabitants? Hey, someone has to be the first. Establish an off-world colony to ensure that a part of humanity lives on after the year 1627 NA? Bodenwald is already working on this, too...

I think, the best advice for really high-level PCs can ironically not be found in any d20 product, but in the Nobilis RPG. Epic level characters can be quite similar to the Nobilis in many ways - everyone's got half a donzen pet projects, organisations, and hobbies running - and often, their battles will not involve any actual combats, but lots and lots of mind games...
 

I definitely do a worse job DMing when I don't prepare.

I also like to experiment, though -- last night, I ran scenes out of order, gave my players funky NPCs to run during scenes in which their PCs weren't active -- and I absolutely can't do stuff like this without advance preparation. If I didn't have stats for the (homebrew monster) skinwalker version of the absent cleric PC to hand to the cleric's player, he couldn't have played the skinwalker when it suddenly turned on the party. If I didn't know the personalities and ritual sayings of the three guardians of Helibikamur, the Hyena's Hill, then I couldn't have instructed another player on how to handle it.

If I prepare for a session, I can figure out weird and interesting NPC personalities, I can pace the clues that the players get, I can foreshadow.

Players, of course, go in directions that I'm not expecting. And in the middle of the game, I get an idea for a cool scene. And that's where improv comes in. But improv and preparation are both essential for my running a good session -- if I slack on either front, the session suffers.

Daniel
 

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