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Prep time in two hours or less?
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<blockquote data-quote="Agemegos" data-source="post: 1556581" data-attributes="member: 18377"><p>Back when I was GMing a lot and therefore in good practice, I used to back myself to prep an adventure for an arbitrary campaign in seventeen minutes, and to prep a new campaign in the time it took players to generate new characters (typically about an hour).</p><p></p><p>The trick was (and is) to design adventures in terms of situation, not location. It wouldn't work for dungeon crawls, nor for <em>Champions</em> adventures in which characters' abilities in game terms matter in detail. So I guess what you have to ask yourself is whether you are married to D&D, or whether you might get better bang for your time spent by running something in another genre--detective stories, <em>film noir</em>, modern-day or period action/thrillers, SF, or even non-D&D-type fantasy.</p><p></p><p>It helps enormously to have a detailed and consistent setting, because if your setting is consistent you can safely extemporise details with no fear that they will contradict something that you have established before, or create clashes with anything you want to add in the future. For this purpose, it is a great idea to use historical models (of cultures, political systems, economies, people, political situations…)</p><p></p><p>Don't re-invent the wheel. In about the time it would take you to map out a large castle you could read a book on the history of castles, which would be much more useful to you in thelong run. Undeerstnding how castles were built, you will be able to extemporise castle layouts as fast as parties move through them: moreover, in time your players willlearn the <em>schema</em> for a castle in your world. That will give them more options than to kick in the doors one by one and kill everyone. And having extra options will allow them to engage with the world.</p><p></p><p>And my best advice: limit your palette. Use a small range of things as typical of your world: pretty quickly they will grow familiar and you'll find that you don't need to refer to rules or books so often. Prep and winging it will become a lot easier. And the players will find themselves with more knowledge of what the world is like, and therefore more power to deal with it. Only add in something from off your usual palette for a special occasion.</p></blockquote><p></p>
[QUOTE="Agemegos, post: 1556581, member: 18377"] Back when I was GMing a lot and therefore in good practice, I used to back myself to prep an adventure for an arbitrary campaign in seventeen minutes, and to prep a new campaign in the time it took players to generate new characters (typically about an hour). The trick was (and is) to design adventures in terms of situation, not location. It wouldn't work for dungeon crawls, nor for [i]Champions[/i] adventures in which characters' abilities in game terms matter in detail. So I guess what you have to ask yourself is whether you are married to D&D, or whether you might get better bang for your time spent by running something in another genre--detective stories, [i]film noir[/i], modern-day or period action/thrillers, SF, or even non-D&D-type fantasy. It helps enormously to have a detailed and consistent setting, because if your setting is consistent you can safely extemporise details with no fear that they will contradict something that you have established before, or create clashes with anything you want to add in the future. For this purpose, it is a great idea to use historical models (of cultures, political systems, economies, people, political situations…) Don't re-invent the wheel. In about the time it would take you to map out a large castle you could read a book on the history of castles, which would be much more useful to you in thelong run. Undeerstnding how castles were built, you will be able to extemporise castle layouts as fast as parties move through them: moreover, in time your players willlearn the [i]schema[/i] for a castle in your world. That will give them more options than to kick in the doors one by one and kill everyone. And having extra options will allow them to engage with the world. And my best advice: limit your palette. Use a small range of things as typical of your world: pretty quickly they will grow familiar and you'll find that you don't need to refer to rules or books so often. Prep and winging it will become a lot easier. And the players will find themselves with more knowledge of what the world is like, and therefore more power to deal with it. Only add in something from off your usual palette for a special occasion. [/QUOTE]
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