When the computer is in a different room from the game table, as mine is, physical copies are all that matters....I use PDFs for quick search and reading. Again., I see them as a kit I need to read and prep before running. I suppose using the physical copies would be a nightmare so maybe that is where the complaint is coming from?
In fairness, there's a subset of GMs who only get flustered if-when the players go off course as they simply don't know how - or aren't confident enough - to wing anything. And there's no real way to prep absolutely everything; even when a published AP gives you loads of material, published adventures in general are very poor at answering "what if they do this" points even when fairly obvious (e.g. in an adventure designed for 7th-9th level characters, what if they fly in).The GMs I have seen get flustered are the ones that are just not prepared.
Sucks to be you.When the computer is in a different room from the game table, as mine is, physical copies are all that matters....![]()
I find the APs cover it very well. However, folks dont want to do that much readin before playin.In fairness, there's a subset of GMs who only get flustered if-when the players go off course as they simply don't know how - or aren't confident enough - to wing anything. And there's no real way to prep absolutely everything; even when a published AP gives you loads of material, published adventures in general are very poor at answering "what if they do this" points even when fairly obvious (e.g. in an adventure designed for 7th-9th level characters, what if they fly in).
While I don't plan D&D-style games with their insane power bloat, it is not new GM's fault when caught off guard. Most publishers clinging to the coat-tails of D&D stick with the idealized concept of medieval castles and similar structures, for want of attention, time, or creativity I can't say for sure.In fairness, there's a subset of GMs who only get flustered if-when the players go off course as they simply don't know how - or aren't confident enough - to wing anything. And there's no real way to prep absolutely everything; even when a published AP gives you loads of material, published adventures in general are very poor at answering "what if they do this" points even when fairly obvious (e.g. in an adventure designed for 7th-9th level characters, what if they fly in).
Completely agree. 5e adventures in particular are both tightly scripted and assume that players won't deviate from the plan which makes it very difficult for a DM (especially a new DM) to improvise to make up for players thinking of approaches that the writer didn't anticipate.While I don't plan D&D-style games with their insane power bloat, it is not new GM's fault when caught off guard.
IMO, those claims are vastly overstated. 5e is probably the least accessible to new DMs of any edition I've played since I began in 1989.For a version that touts how accessible it is to new players and new DMs this feels like a misstep.
By itself, point 2 isn't a real issue. The bigger problem is that 5e doesn't really give the PCs anything to spend that treasure on - no stronghold rules, no magic item pricing, no training costs, etc.IMO, those claims are vastly overstated. 5e is probably the least accessible to new DMs of any edition I've played since I began in 1989.
I'll count the ways.
1. Largely terrible prewritten adventures.
2. No meaningful guidance for treasure awards.
3. Awful encounter building guidance.
4. Meaningless tactical options.
5. Befuddling action economy.
6. No way to address PC power creep.
7. Black holes in rules content.
I feel that 4e handled point 7 better than 5e. It handled what it was meant to handle.Points 6 and 7 have been an issue in every edition thus far, 5e is no different and 6e won't be either.
Most modules recommend reading the entire adventure/campaign first to get a good grasp of events. If there's pieces that you feel "have no bearing to the greater story", don't use them. If you've read the module thoroughly, it should be fairly easy to edit out scenes and NPCs. It seems you are unhappy about the large size of the module so why are you running it? GMs only run what we want to (it's one of the perks).So I'm running a PF2e Adventure Path - but this rant holds true even outside the specific system and adventure.
The current chapter of the book has 51 adventure sites. My group investigated 3 this week. At that rate, we're looking at 17 sessions of play to complete one chapter (1/9th) of the Adventure Path. Expanded, that's 153 sessions (or 38 months - just over 3 years) to complete a 1-10th level adventure.
Most of the locations have no bearing on the greater story of the campaign, but it's so hard to parse what is important because there's close to 300 pages and nothing to guide the GM about which of the 8 factions in this chapter alone are worth focusing upon and which have a consistent thread throughout the rest of the Adventure Path.
My wife suggests cutting some of the encounters - but how do I know which ones? Should I just dump all the loot they'd have missed onto their character sheets? How do I know if I'm cutting some vital relationship for the climactic encounter set to take place 3 years from now?
How do you successfully run something like this? Trying to stick to one of these heavily scripted adventures is more stress-inducing than an enjoyable hobby experience.
Average is a hard thing to pin down. We might have 2 or 3 people run a half dozen sessions before either the GM or group decide the game isn't clicking. Then GM #4 runs a game for 4 years/100 sessions. So is the average 24.5 sessions (118/4)? That seems wrong.How long does the average campaign last? These days especially, I don't expect a campaign to run more than 6 months at most and I've got a regular group of people I meet with once a week. I hear about campaigns lasting years, but I've never particpated in one of those before.