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Scenario and setting design, with GM and players in mind
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<blockquote data-quote="Ruin Explorer" data-source="post: 8771780" data-attributes="member: 18"><p>Right? I just can't bring myself to do the kind of prep I used to in older editions anymore. Not since I started running games where you barely need to prep. Dungeon World effectively murdered my Shadowrun campaign. I came up with a cool concept and a lot of good ideas for an SR campaign ("Shadows of Michiana" lol), and writing that stuff and coming up with the ideas was fun, but stuff like doing stat blocks? UGH. Kill me now.</p><p></p><p>4E was the best D&D for prep because the DDI let you generate stat blocks in literally seconds. You could modify them so quickly and easily with the tools the DDI had (including leveling them up or down, moving abilities in from other NPCs/monsters, and so on). So that really made me opposed to any RPG where I'm supposed to spend hours prep'ing NPCs. Which is like, 70-80% of RPGs published before 2000.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8771780, member: 18"] Right? I just can't bring myself to do the kind of prep I used to in older editions anymore. Not since I started running games where you barely need to prep. Dungeon World effectively murdered my Shadowrun campaign. I came up with a cool concept and a lot of good ideas for an SR campaign ("Shadows of Michiana" lol), and writing that stuff and coming up with the ideas was fun, but stuff like doing stat blocks? UGH. Kill me now. 4E was the best D&D for prep because the DDI let you generate stat blocks in literally seconds. You could modify them so quickly and easily with the tools the DDI had (including leveling them up or down, moving abilities in from other NPCs/monsters, and so on). So that really made me opposed to any RPG where I'm supposed to spend hours prep'ing NPCs. Which is like, 70-80% of RPGs published before 2000. [/QUOTE]
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