<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: I&#8217;d Rather Rake Leaves Than Do Prep</title>
	<atom:link href="http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/feed" rel="self" type="application/rss+xml" />
	<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
	<lastBuildDate>Wed, 10 Feb 2010 08:46:31 -0800</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-1028</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Fri, 16 Dec 2005 23:32:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-1028</guid>
		<description>I&#039;m sorry I missed your follow-up, Brandon!

There are definitely grunt tasks that make some games harder/more time consuming to prep for than others. Here are two that come to mind:

1. If you want to challenge the party with &quot;full&quot; NPCs in D&amp;D 3.x, for example, creating NPCs can take a long time (even with a character generator to lean on).

2. Making maps for tactical combat can also be a sticker -- especially if you make a map that never gets used (which I&#039;ve done before!).</description>
		<content:encoded><![CDATA[<p>I&#8217;m sorry I missed your follow-up, Brandon!</p>
<p>There are definitely grunt tasks that make some games harder/more time consuming to prep for than others. Here are two that come to mind:</p>
<p>1. If you want to challenge the party with &#8220;full&#8221; NPCs in D&amp;D 3.x, for example, creating NPCs can take a long time (even with a character generator to lean on).</p>
<p>2. Making maps for tactical combat can also be a sticker &#8212; especially if you make a map that never gets used (which I&#8217;ve done before!).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brandon</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-891</link>
		<dc:creator>Brandon</dc:creator>
		<pubDate>Fri, 02 Dec 2005 00:06:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-891</guid>
		<description>Well, I&#039;ve read a lot of Dream Pod 9&#039;s silhouette-based materials, but I&#039;ve never actually run or even played in a game, because it&#039;s apparently just obscure enough that trying to find a few players wherever you are can be a challenge.

The system is good about dropping hints as to how to plan games, however.

I guess what got me thinking was wondering if there&#039;s any way to quantify the prep requirements of a game. Obviously the well-versed will have an easier time, but are there certain grunt tasks that make some games simply more work than others?</description>
		<content:encoded><![CDATA[<p>Well, I&#8217;ve read a lot of Dream Pod 9&#8217;s silhouette-based materials, but I&#8217;ve never actually run or even played in a game, because it&#8217;s apparently just obscure enough that trying to find a few players wherever you are can be a challenge.</p>
<p>The system is good about dropping hints as to how to plan games, however.</p>
<p>I guess what got me thinking was wondering if there&#8217;s any way to quantify the prep requirements of a game. Obviously the well-versed will have an easier time, but are there certain grunt tasks that make some games simply more work than others?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-845</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Sun, 27 Nov 2005 19:20:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-845</guid>
		<description>(Brandon) &lt;i&gt;So, what, then, is the consensus on good ole AD&amp;D, 2nd ed?&lt;/i&gt;

Do you mean the consensus on AD&amp;D 2e in terms of prep time/effort?

I can&#039;t speak for anyone else, but I found that some things took longer with 2e than 3.x. For instance, winging NPCs was a bit easier because there was less to keep track of (no feats, for example) -- but the CR system really speeds up prep for monster encounters.

I imagine that the Skills &amp; Powers titles for 2e would throw that balance off, but I never used them.

As for ways to cut down on prep time in 3.x, there are some good resources in the articles and books above. Leaning on published material and using NPC generators is a good start, but to give you more specific advice I&#039;d have to know what&#039;s bogging you down. :)

I&#039;ve never played any DP9 games -- is there something unique about their prep? (And if so, I&#039;m certainly interested in hearing about it! :))</description>
		<content:encoded><![CDATA[<p>(Brandon) <i>So, what, then, is the consensus on good ole AD&amp;D, 2nd ed?</i></p>
<p>Do you mean the consensus on AD&amp;D 2e in terms of prep time/effort?</p>
<p>I can&#8217;t speak for anyone else, but I found that some things took longer with 2e than 3.x. For instance, winging NPCs was a bit easier because there was less to keep track of (no feats, for example) &#8212; but the CR system really speeds up prep for monster encounters.</p>
<p>I imagine that the Skills &amp; Powers titles for 2e would throw that balance off, but I never used them.</p>
<p>As for ways to cut down on prep time in 3.x, there are some good resources in the articles and books above. Leaning on published material and using NPC generators is a good start, but to give you more specific advice I&#8217;d have to know what&#8217;s bogging you down. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I&#8217;ve never played any DP9 games &#8212; is there something unique about their prep? (And if so, I&#8217;m certainly interested in hearing about it! <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> )</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brandon</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-844</link>
		<dc:creator>Brandon</dc:creator>
		<pubDate>Sun, 27 Nov 2005 17:15:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-844</guid>
		<description>So, what, then, is the consensus on good ole AD&amp;D, 2nd ed?

And have any of you played Silhouette-based games from DP9?

I ask this stuff because I&#039;m GMed on and off for years, but I still feel like a novice GM. The prep time just hurts, and when the rules are too complex, like d20 3rd ed, I just get bogged down even in play.</description>
		<content:encoded><![CDATA[<p>So, what, then, is the consensus on good ole AD&amp;D, 2nd ed?</p>
<p>And have any of you played Silhouette-based games from DP9?</p>
<p>I ask this stuff because I&#8217;m GMed on and off for years, but I still feel like a novice GM. The prep time just hurts, and when the rules are too complex, like d20 3rd ed, I just get bogged down even in play.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-694</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Mon, 14 Nov 2005 05:23:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-694</guid>
		<description>(Hak) &lt;i&gt;I think we need games like this with tools to reduce referee prep-time, or put some fun back into it.&lt;/i&gt;

I couldn&#039;t agree more. As far D&amp;D goes, the first person who does this will definitely get my money. ;)

I took a look at SBRPG based on your link, and it looks interesting. :)</description>
		<content:encoded><![CDATA[<p>(Hak) <i>I think we need games like this with tools to reduce referee prep-time, or put some fun back into it.</i></p>
<p>I couldn&#8217;t agree more. As far D&amp;D goes, the first person who does this will definitely get my money. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>I took a look at SBRPG based on your link, and it looks interesting. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: HakDragon</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-690</link>
		<dc:creator>HakDragon</dc:creator>
		<pubDate>Sun, 13 Nov 2005 20:46:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-690</guid>
		<description>Prep time hurts rules-heavy games like D&amp;D, if you don&#039;t take the time to do things by-the-book (creating NPCs, using monsters to their fullest, stocking rooms), you&#039;re cheating your players out of really &#039;playing&#039; the game.  In some senses, playing D&amp;D is like playing a computer game, and the referee gets to be the programmer and world creator (i.e. it&#039;s a lot of work, and I&#039;ve been both).  I really don&#039;t &#039;wing it&#039; when I play D&amp;D, for the same reasons I don&#039;t &#039;wing it&#039; when I play Monopoly - players play for the rules, their character builds, and getting treasure.  Besides, there are other games better suited to free-form or relaxed play, such as the d6 System or other more &#039;cinematic&#039; RPGs.

I helped write the game SBRPG, and tackled the prep-time issue head-on.  The game uses Generic NPCs, where all you need is a level number, and the the NPC works just as well as a fully-generated character in the game (monsters work similarly).  The game also has the concept of Factions in the world, and uses an abstract GM-run system to determine reactions to events based on the Faction&#039;s ability scores.  It&#039;s a simple system, but it saves a referee a lot of work.  I think we need games like this with tools to reduce referee prep-time, or put some fun back into it.

-Hak</description>
		<content:encoded><![CDATA[<p>Prep time hurts rules-heavy games like D&amp;D, if you don&#8217;t take the time to do things by-the-book (creating NPCs, using monsters to their fullest, stocking rooms), you&#8217;re cheating your players out of really &#8216;playing&#8217; the game.  In some senses, playing D&amp;D is like playing a computer game, and the referee gets to be the programmer and world creator (i.e. it&#8217;s a lot of work, and I&#8217;ve been both).  I really don&#8217;t &#8216;wing it&#8217; when I play D&amp;D, for the same reasons I don&#8217;t &#8216;wing it&#8217; when I play Monopoly &#8211; players play for the rules, their character builds, and getting treasure.  Besides, there are other games better suited to free-form or relaxed play, such as the d6 System or other more &#8216;cinematic&#8217; RPGs.</p>
<p>I helped write the game SBRPG, and tackled the prep-time issue head-on.  The game uses Generic NPCs, where all you need is a level number, and the the NPC works just as well as a fully-generated character in the game (monsters work similarly).  The game also has the concept of Factions in the world, and uses an abstract GM-run system to determine reactions to events based on the Faction&#8217;s ability scores.  It&#8217;s a simple system, but it saves a referee a lot of work.  I think we need games like this with tools to reduce referee prep-time, or put some fun back into it.</p>
<p>-Hak</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-607</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Tue, 01 Nov 2005 04:45:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-607</guid>
		<description>(Mark) &lt;i&gt;As a “novice” DM, I use your site extensively for help in DMing.&lt;/i&gt;

That&#039;s great, Mark -- I hope this blog will continue to be useful to you as you get back into the GMing groove. :)

Jamis Buck&#039;s generators (of which the NPC generator you mentioned is one) are a great D&amp;D resource. I don&#039;t think they&#039;re quite general enough for the prep resources list, but thank you for the recommendation.

(Frank) &lt;i&gt;But part of it also is that I can never really communicate my vision (I’m very visually oriented, and less so verbally oriented). I think I gave up trying to convey a lot of this information. I also noticed that it usually really didn’t matter.&lt;/i&gt;

That&#039;s funny: I have a very visual imagination as well, and part of what I shoot for when I GM is communicating the (usually) very clear picture in my head to the players -- which, for me, requires detailed room descriptions and the like. ;)</description>
		<content:encoded><![CDATA[<p>(Mark) <i>As a “novice” DM, I use your site extensively for help in DMing.</i></p>
<p>That&#8217;s great, Mark &#8212; I hope this blog will continue to be useful to you as you get back into the GMing groove. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Jamis Buck&#8217;s generators (of which the NPC generator you mentioned is one) are a great D&amp;D resource. I don&#8217;t think they&#8217;re quite general enough for the prep resources list, but thank you for the recommendation.</p>
<p>(Frank) <i>But part of it also is that I can never really communicate my vision (I’m very visually oriented, and less so verbally oriented). I think I gave up trying to convey a lot of this information. I also noticed that it usually really didn’t matter.</i></p>
<p>That&#8217;s funny: I have a very visual imagination as well, and part of what I shoot for when I GM is communicating the (usually) very clear picture in my head to the players &#8212; which, for me, requires detailed room descriptions and the like. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Frank</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-605</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Mon, 31 Oct 2005 17:27:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-605</guid>
		<description>&lt;i&gt;(Martin) I’m happy to wing things like which way doors open (although if the adventure is a dungeon crawl, I do like that to be standardized and mentioned up front), but I like to be pretty precise about the room’s contents, both in terms of obvious things like secret doors as well as fluff and flavorful descriptions.&lt;/i&gt;

I never get that much into the flavorful description. I guess that partly goes along with my combat oriented gamist play. But part of it also is that I can never really communicate my vision (I&#039;m very visually oriented, and less so verbally oriented). I think I gave up trying to convey a lot of this information. I also noticed that it usually really didn&#039;t matter.

Frank</description>
		<content:encoded><![CDATA[<p><i>(Martin) I’m happy to wing things like which way doors open (although if the adventure is a dungeon crawl, I do like that to be standardized and mentioned up front), but I like to be pretty precise about the room’s contents, both in terms of obvious things like secret doors as well as fluff and flavorful descriptions.</i></p>
<p>I never get that much into the flavorful description. I guess that partly goes along with my combat oriented gamist play. But part of it also is that I can never really communicate my vision (I&#8217;m very visually oriented, and less so verbally oriented). I think I gave up trying to convey a lot of this information. I also noticed that it usually really didn&#8217;t matter.</p>
<p>Frank</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Frank</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-604</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Mon, 31 Oct 2005 17:05:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-604</guid>
		<description>An NPC generator would be nice, though since I favor Arcana Evolved (or possibly Iron Heroes), I don&#039;t forsee lots of tools. Perhaps that&#039;s part of the problem, a system like D20 can have very complex prep that benefits from computer tools only if the particular system is well accepted. Variants to the system are unlikely to be covered by such tools (though I do understand PCGen does cover quite a few variant products). I think the real problem starts to come in if you want to mix and match bits (take a PrC from here, a feat from there). Another thing that might be hard is if you make NPCs follow certain traditions (Clerics of Foo always take Power Attack). Those traditions can even speed up creation (because certain feat and spell selections are given and you don&#039;t have to think about them).

Frank</description>
		<content:encoded><![CDATA[<p>An NPC generator would be nice, though since I favor Arcana Evolved (or possibly Iron Heroes), I don&#8217;t forsee lots of tools. Perhaps that&#8217;s part of the problem, a system like D20 can have very complex prep that benefits from computer tools only if the particular system is well accepted. Variants to the system are unlikely to be covered by such tools (though I do understand PCGen does cover quite a few variant products). I think the real problem starts to come in if you want to mix and match bits (take a PrC from here, a feat from there). Another thing that might be hard is if you make NPCs follow certain traditions (Clerics of Foo always take Power Attack). Those traditions can even speed up creation (because certain feat and spell selections are given and you don&#8217;t have to think about them).</p>
<p>Frank</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mark Noseworthy</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-603</link>
		<dc:creator>Mark Noseworthy</dc:creator>
		<pubDate>Mon, 31 Oct 2005 15:57:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-603</guid>
		<description>Martin,

This is my first post/comment to your site.  I thoroughly enjoy reading all the GM hints and tips, and felt like I&#039;ve had nothing to add, until now.  

There is a great website for random NPC generation for d20 NPCs.  I have just started using it, and it is a godsend.  I thought you might want to check it out.  I included the website in the website section of the Comment.  Feel free to edit this comment appropriately to include.

A brief history:  20 years ago, I stopped playing DnD.  Two years ago, a friend was starting up a game, and I really wanted to start playing again.  Two years later, I&#039;m DMing for the first time ever.  As a &quot;novice&quot; DM, I use your site extensively for help in DMing.  But I too, have experienced a sort of burnout, primarily because I&#039;m new to DMing.  The website has definitely helped with creating NPCs, and I feel more energized now that I don&#039;t have to stat them up from scratch.

I hope this helps.</description>
		<content:encoded><![CDATA[<p>Martin,</p>
<p>This is my first post/comment to your site.  I thoroughly enjoy reading all the GM hints and tips, and felt like I&#8217;ve had nothing to add, until now.  </p>
<p>There is a great website for random NPC generation for d20 NPCs.  I have just started using it, and it is a godsend.  I thought you might want to check it out.  I included the website in the website section of the Comment.  Feel free to edit this comment appropriately to include.</p>
<p>A brief history:  20 years ago, I stopped playing DnD.  Two years ago, a friend was starting up a game, and I really wanted to start playing again.  Two years later, I&#8217;m DMing for the first time ever.  As a &#8220;novice&#8221; DM, I use your site extensively for help in DMing.  But I too, have experienced a sort of burnout, primarily because I&#8217;m new to DMing.  The website has definitely helped with creating NPCs, and I feel more energized now that I don&#8217;t have to stat them up from scratch.</p>
<p>I hope this helps.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-602</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Mon, 31 Oct 2005 15:00:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-602</guid>
		<description>(Frank) &lt;i&gt;What sorts of details of the rooms do you need?&lt;/i&gt;

I&#039;m happy to wing things like which way doors open (although if the adventure is a dungeon crawl, I do like that to be standardized and mentioned up front), but I like to be pretty precise about the room&#039;s contents, both in terms of obvious things like secret doors as well as fluff and flavorful descriptions.

(Chris) &lt;i&gt;The thing that gets me- is that D&amp;D solves this issue for it’s monsters- but doesn’t apply that same logic to dealing with NPCs.&lt;/i&gt;

Posts 29-32 all touched on this, and I think it&#039;s 100% correct. What I would most like to see in this regard is a sub-system that allows a D&amp;D GM to quickly create NPCs with enough depth to be used in combat. To my mind, that means that while I don&#039;t need to know about NPC X&#039;s +6 in Craft (Basketweaving), I &lt;i&gt;do&lt;/i&gt; want more info than just the combat portion of the stat block.

I&#039;d prefer to see this as a part of the system itself, rather than a bolt-on -- but if someone came up with a clever, workable bolt-on, they could have my money. :)</description>
		<content:encoded><![CDATA[<p>(Frank) <i>What sorts of details of the rooms do you need?</i></p>
<p>I&#8217;m happy to wing things like which way doors open (although if the adventure is a dungeon crawl, I do like that to be standardized and mentioned up front), but I like to be pretty precise about the room&#8217;s contents, both in terms of obvious things like secret doors as well as fluff and flavorful descriptions.</p>
<p>(Chris) <i>The thing that gets me- is that D&amp;D solves this issue for it’s monsters- but doesn’t apply that same logic to dealing with NPCs.</i></p>
<p>Posts 29-32 all touched on this, and I think it&#8217;s 100% correct. What I would most like to see in this regard is a sub-system that allows a D&amp;D GM to quickly create NPCs with enough depth to be used in combat. To my mind, that means that while I don&#8217;t need to know about NPC X&#8217;s +6 in Craft (Basketweaving), I <i>do</i> want more info than just the combat portion of the stat block.</p>
<p>I&#8217;d prefer to see this as a part of the system itself, rather than a bolt-on &#8212; but if someone came up with a clever, workable bolt-on, they could have my money. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chris</title>
		<link>http://www.treasuretables.org/2005/10/id-rather-rake-leaves-than-do-prep/comment-page-1#comment-600</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Sun, 30 Oct 2005 07:21:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=83#comment-600</guid>
		<description>Hi Abulia,

The thing that gets me- is that D&amp;D solves this issue for it&#039;s monsters- but doesn&#039;t apply that same logic to dealing with NPCs.  

I mean, sure the DMG gives you some prestatted NPCs using PC classes, but they sure as hell aren&#039;t designed with &quot;PC challenge in mind&quot; like the monsters are, nor are they presented as nicely as the monsters.</description>
		<content:encoded><![CDATA[<p>Hi Abulia,</p>
<p>The thing that gets me- is that D&amp;D solves this issue for it&#8217;s monsters- but doesn&#8217;t apply that same logic to dealing with NPCs.  </p>
<p>I mean, sure the DMG gives you some prestatted NPCs using PC classes, but they sure as hell aren&#8217;t designed with &#8220;PC challenge in mind&#8221; like the monsters are, nor are they presented as nicely as the monsters.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
