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Why I like DMing D&D more than other games.
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<blockquote data-quote="GQuail" data-source="post: 2999389" data-attributes="member: 30709"><p>I think this is interesting, and probably true. Certainly, if you're putting together a dungeon, it's a relatively simple process to pick approrpaite encounters and place to suit: you can design more complex encounters and dungeons for spice, but a mundane one is easy enough.</p><p></p><p>For my group at least, D&D is a "switch brain off and kill Orcs to forget about work" kind of thing. These sort of simple adventures give them what they want, as well as acting as a good staging ground for them to expand out as they wish.</p><p></p><p>I agree that more "story" oriented games tend to be more complex to prepare adventures for: though you do get exceptions. I'm sure I read about a Vampire campaign which was basically a dungeon crawl ala Cube, and Shadowrun can be a dungeon crawl if you want to make it that way. </p><p></p><p>Of course, as also mentioned in this thread, familiarity is a big help. If you work with any game system long enough, adventure design will become easier. I've been running D&D now for two years straight, and whilst higher level NPC creation is time-consuming, I'm certainly finding myself a lot more comfortabe with some aspects of theg ame. I don't think it's a system thing (because there are parts of the system, two year son, which grind my gears: I'm still having to look up Turn Undead every time) so much as a "every Thursday I look at these dman books, so some of it is rubbing off" thing. ;-)</p></blockquote><p></p>
[QUOTE="GQuail, post: 2999389, member: 30709"] I think this is interesting, and probably true. Certainly, if you're putting together a dungeon, it's a relatively simple process to pick approrpaite encounters and place to suit: you can design more complex encounters and dungeons for spice, but a mundane one is easy enough. For my group at least, D&D is a "switch brain off and kill Orcs to forget about work" kind of thing. These sort of simple adventures give them what they want, as well as acting as a good staging ground for them to expand out as they wish. I agree that more "story" oriented games tend to be more complex to prepare adventures for: though you do get exceptions. I'm sure I read about a Vampire campaign which was basically a dungeon crawl ala Cube, and Shadowrun can be a dungeon crawl if you want to make it that way. Of course, as also mentioned in this thread, familiarity is a big help. If you work with any game system long enough, adventure design will become easier. I've been running D&D now for two years straight, and whilst higher level NPC creation is time-consuming, I'm certainly finding myself a lot more comfortabe with some aspects of theg ame. I don't think it's a system thing (because there are parts of the system, two year son, which grind my gears: I'm still having to look up Turn Undead every time) so much as a "every Thursday I look at these dman books, so some of it is rubbing off" thing. ;-) [/QUOTE]
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