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<blockquote data-quote="Clint_L" data-source="post: 9691788" data-attributes="member: 7035894"><p>Typically around four hours.</p><p></p><p>Parts of my notes are in outline form, but I also like to write out detailed descriptions of key locations, items, and events so that I don't leave out key details, and because I enjoy writing. I also have likely encounters pre-prepped on DDB, and physical battle maps made for them as well.</p><p></p><p>I overprepare, so I wind up with a ton of stuff that never gets used, but I don't mind because I enjoy the world building. For example, in the last session I had a description of every shop in the ramshackle pirate town, each with a unique and flavourful proprietor, merchandise, always including some flavourful items, and a couple side quests the party could discover. A lot of it wasn't used, but it turned out that half the party wanted to get tattoos, and having a vivid setting and tattoo artist ready to go was a lot of fun.</p><p></p><p>And the stuff that doesn't get used can be recycled at a later date. Another campaign that just wrapped wound up using a bunch of stuff that I prepped and never used more than five years ago.</p><p></p><p>That said, my "system" - basically, write up everything so I have options for whatever choices the players make - is only viable because all of the world building is a hobby unto itself, and I enjoy it. I have over 150 pages written for my current home game, and it's only abut half a year old.</p><p></p><p>Your system is brilliant.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9691788, member: 7035894"] Typically around four hours. Parts of my notes are in outline form, but I also like to write out detailed descriptions of key locations, items, and events so that I don't leave out key details, and because I enjoy writing. I also have likely encounters pre-prepped on DDB, and physical battle maps made for them as well. I overprepare, so I wind up with a ton of stuff that never gets used, but I don't mind because I enjoy the world building. For example, in the last session I had a description of every shop in the ramshackle pirate town, each with a unique and flavourful proprietor, merchandise, always including some flavourful items, and a couple side quests the party could discover. A lot of it wasn't used, but it turned out that half the party wanted to get tattoos, and having a vivid setting and tattoo artist ready to go was a lot of fun. And the stuff that doesn't get used can be recycled at a later date. Another campaign that just wrapped wound up using a bunch of stuff that I prepped and never used more than five years ago. That said, my "system" - basically, write up everything so I have options for whatever choices the players make - is only viable because all of the world building is a hobby unto itself, and I enjoy it. I have over 150 pages written for my current home game, and it's only abut half a year old. Your system is brilliant. [/QUOTE]
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