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Wulf's "Lazy Days" Campaign Story Hour
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<blockquote data-quote="Wulf Ratbane" data-source="post: 175649" data-attributes="member: 94"><p>It is interesting you should mention that-- and in the interest of further disclosing my DMing tactics (a secondary purpose to this thread, for sure) I would like to share a bit more.</p><p></p><p>I have already listed a few time-saving devices early in the thread, and they have served me well to keep myself fairly well prepared for anything the players throw at me.</p><p></p><p>One glaring omission that has only recently come to my attention is TREASURE. The characters all now average 10th level and more than half of them don't have even a +1 weapon yet. </p><p></p><p>It started from an early desire (back in the Mirrormere days) to have a low-magic kind of game. It evolved into a situation where there just wasn't a lot of treasure to be had, logically.</p><p></p><p>Now that the players are wandering a lost city (we'll get there in the story! soon!) they are starting to wonder, "Where the hell is all the booty?"</p><p></p><p>And at that point it occurred to me that I simply wasn't setting aside time to come up with treasure, and it isn't the sort of thing that a DM can or should easily make up off the top of your head. </p><p></p><p>So in my laziness I've rediscovered Jamis Buck's generators. My prep time for this game is just a few hours (2-3) on Tuesday and/or Wednesday before the game. I use the generators to add class levels to my bad guys, and I have now started using the treasure generators to finally add treasure to encounters. </p><p></p><p>It's quite easy to do just based on the ECL of the encounter, and it has a huge upside in that it gives very detailed descriptions of things like gems and art objects, potions (sight, smell, and texture) and things like that. </p><p></p><p>One more lazy tip: Use the generators!</p><p></p><p></p><p>Wulf</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 175649, member: 94"] It is interesting you should mention that-- and in the interest of further disclosing my DMing tactics (a secondary purpose to this thread, for sure) I would like to share a bit more. I have already listed a few time-saving devices early in the thread, and they have served me well to keep myself fairly well prepared for anything the players throw at me. One glaring omission that has only recently come to my attention is TREASURE. The characters all now average 10th level and more than half of them don't have even a +1 weapon yet. It started from an early desire (back in the Mirrormere days) to have a low-magic kind of game. It evolved into a situation where there just wasn't a lot of treasure to be had, logically. Now that the players are wandering a lost city (we'll get there in the story! soon!) they are starting to wonder, "Where the hell is all the booty?" And at that point it occurred to me that I simply wasn't setting aside time to come up with treasure, and it isn't the sort of thing that a DM can or should easily make up off the top of your head. So in my laziness I've rediscovered Jamis Buck's generators. My prep time for this game is just a few hours (2-3) on Tuesday and/or Wednesday before the game. I use the generators to add class levels to my bad guys, and I have now started using the treasure generators to finally add treasure to encounters. It's quite easy to do just based on the ECL of the encounter, and it has a huge upside in that it gives very detailed descriptions of things like gems and art objects, potions (sight, smell, and texture) and things like that. One more lazy tip: Use the generators! Wulf [/QUOTE]
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