R_J_K75
Legend
I'd even go one step further and eliminate adventures that are written for a specific level or level ranges. They usually require some modifications to suit the needs of one's individual campaigns, and they're rarely a level I can use. I'd prefer a general outline, with suggestions to modify as needed at a quick glance. Thats why I very rarely use pre-made adventures. Last Monday I did run an old adventure from Dungeon Magazine and even though its only 14 pages it took me 4-6 hours of prep (reading, taking notes, familiarizing myself with the maps, printing, etc.) By the times I was almost done, I started getting lazy and burned out. It was to the point I didn't even want to play so I just stopped, and ran it, but winged parts of it. Back in the 2E days, we had a group of players that we all knew the rules and played enough that I could DM a session with no prep. Not anymore. I'm not saying one edition of D&D is better than another but, 5E2024 doesn't lend itself to short and quick prep, at least not for me. I'm curious to see what the adventure in the new starter set will look like. I think it's time WotC takes a long hard look at how they format and write adventures. I own quite a few 5E adventures, but I've run only parts of maybe 2 or 3. I just don't have it in me anymore to initially read a 250+ page adventure, then prep and refresh my memory between sessions. I used to like writing adventures and prepping but not anymore, it's gotten to the point I don't enjoy it, and it feels like a chore. So, anything they can do it minimize or eliminate reading and prep time would be welcome. Realistically, there's always going to be some prep required but 15 minutes or less would be ideal.I think it is time to.finally kill prep. Games and adventures should be designed such that they can be used with little to no preparation. That can mean a lot of different things, but definitely includes embracing layout and art/cartography that informs. It means ending "paid by the word" style walls of prose. And it means tearing down the explicit divide between players and GMs.