Years, RC. Years.
This one needs a lot more work to be explained well, and to explain how building webs of PTRRs creates campaign depth, and so on. Upon reading it, people think my amusement park method is pretty good, but explaining and refining this idea is harder (ultimately they're the same thing, with the amusement park focusing on creating zones full of PTRRs).
But basically this whole design frenzy I've been in is my game's defense mechanism as free time becomes more and more rare. I realized I needed to tighten up my DMing if I want to run games without making sacrifices for how fun those games are for the players. That means no more prep that doesn't turn into play, no more systems that don't match my tastes in setting, no more rules work between sessions.