<?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: Boredom &amp; the No-Prep Game</title>
	<atom:link href="http://arsludi.lamemage.com/index.php/112/boredom-the-no-prep-game/feed/" rel="self" type="application/rss+xml" />
	<link>http://arsludi.lamemage.com/index.php/112/boredom-the-no-prep-game/</link>
	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
	<lastBuildDate>Thu, 09 Feb 2012 22:54:46 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.3</generator>
	<item>
		<title>By: Noel Berry</title>
		<link>http://arsludi.lamemage.com/index.php/112/boredom-the-no-prep-game/comment-page-1/#comment-19343</link>
		<dc:creator>Noel Berry</dc:creator>
		<pubDate>Fri, 09 Jul 2010 19:44:57 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=112#comment-19343</guid>
		<description>&quot;Ask any serious GM: preparing game material is half the fun&quot;

I definitely agree with this (I&#039;ve found myself making worlds, cities, creatures, etc, just for the fun of creating), however, in my personal experience, it isn&#039;t really prepping it, as much as it is being creative and making environments as the game develops and plays (making it up as you go). This may be because I do not have a good understanding as to how one should prep a game, as I really don&#039;t have have much experience with role playing games (nor have I been playing with people who have any more experienced than myself, in most cases). Either way, so far, I tend to find it far more fun to create the adventure as the players go, rather than preparing a lot of material before hand. Not to say I don&#039;t have anything prepared, but I&#039;d say about 3/4th or more is created during the session. I tend to find that if I prep a lot prior to playing, it feels like I&#039;m restricting the players too much.

I make outlines as to what is going to happen, but all the details in between major parts is purely made up as I go, and created around the players reactions.

I&#039;m rambling a bit, but, I hope that gets what I mean across.</description>
		<content:encoded><![CDATA[<p>&#8220;Ask any serious GM: preparing game material is half the fun&#8221;</p>
<p>I definitely agree with this (I&#8217;ve found myself making worlds, cities, creatures, etc, just for the fun of creating), however, in my personal experience, it isn&#8217;t really prepping it, as much as it is being creative and making environments as the game develops and plays (making it up as you go). This may be because I do not have a good understanding as to how one should prep a game, as I really don&#8217;t have have much experience with role playing games (nor have I been playing with people who have any more experienced than myself, in most cases). Either way, so far, I tend to find it far more fun to create the adventure as the players go, rather than preparing a lot of material before hand. Not to say I don&#8217;t have anything prepared, but I&#8217;d say about 3/4th or more is created during the session. I tend to find that if I prep a lot prior to playing, it feels like I&#8217;m restricting the players too much.</p>
<p>I make outlines as to what is going to happen, but all the details in between major parts is purely made up as I go, and created around the players reactions.</p>
<p>I&#8217;m rambling a bit, but, I hope that gets what I mean across.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: dragonme</title>
		<link>http://arsludi.lamemage.com/index.php/112/boredom-the-no-prep-game/comment-page-1/#comment-12776</link>
		<dc:creator>dragonme</dc:creator>
		<pubDate>Mon, 23 Mar 2009 11:13:50 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=112#comment-12776</guid>
		<description>My current campaign has a time line with main and side quests, maps, encounters, and NPC names. I have also made maps and puzzles for certain places that are important to the main quest. Other than that the beginning starts out with a short story that lasts about 2-3 minutes and straight into a brutal battle. It forces the players to fight for the town&#039;s cause at the beginning but after that the world is theirs to mold. They can go wherever they want and do whatever they want. If they ask around they will know about a lot of the current things happening in the world. Ex: Side Quests, and Main Quest. Also if they don&#039;t ask around I have a list of independent quests that happen whenever people seem bored or lost. Basically I am god. I will allow them to follow any lead they want and I will react with NPCs logically and accordingly. I try not to comment on the players choices too much, as I do not want to sway their decision. If they made a bad choice then they will know it soon enough. (Remember, bad choices lead to interesting situations anyways.)

P.S: I&#039;m starting to think that low prep games are not that cool. My players were like: &quot;Right on!&quot; when I handed them the map I drew of the town and surrounding area. The simple map I drew was enough to draw them closer to the world.</description>
		<content:encoded><![CDATA[<p>My current campaign has a time line with main and side quests, maps, encounters, and NPC names. I have also made maps and puzzles for certain places that are important to the main quest. Other than that the beginning starts out with a short story that lasts about 2-3 minutes and straight into a brutal battle. It forces the players to fight for the town&#8217;s cause at the beginning but after that the world is theirs to mold. They can go wherever they want and do whatever they want. If they ask around they will know about a lot of the current things happening in the world. Ex: Side Quests, and Main Quest. Also if they don&#8217;t ask around I have a list of independent quests that happen whenever people seem bored or lost. Basically I am god. I will allow them to follow any lead they want and I will react with NPCs logically and accordingly. I try not to comment on the players choices too much, as I do not want to sway their decision. If they made a bad choice then they will know it soon enough. (Remember, bad choices lead to interesting situations anyways.)</p>
<p>P.S: I&#8217;m starting to think that low prep games are not that cool. My players were like: &#8220;Right on!&#8221; when I handed them the map I drew of the town and surrounding area. The simple map I drew was enough to draw them closer to the world.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: BeerSkunk</title>
		<link>http://arsludi.lamemage.com/index.php/112/boredom-the-no-prep-game/comment-page-1/#comment-12668</link>
		<dc:creator>BeerSkunk</dc:creator>
		<pubDate>Mon, 05 Jan 2009 20:25:35 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=112#comment-12668</guid>
		<description>I&#039;m a low-prep GM, and I&#039;ve run several multi-year campaigns in both D&amp;D and Shadowrun.  The key for me is very simple.  Define my antagonists and their motivations (NPCs and Organizations) by answering who, what, where, when, and why?  That&#039;s it.

This works for me because if I know my NPCs - what they want, the type of people they are, what their background is, who they&#039;re connected with, etc - then I have everything I need to manage their interactions with the players.

The bottom line is: let the characters tell the story.  In the case of an RPG, the &quot;characters&quot; include both the PCs and NPCs.</description>
		<content:encoded><![CDATA[<p>I&#8217;m a low-prep GM, and I&#8217;ve run several multi-year campaigns in both D&amp;D and Shadowrun.  The key for me is very simple.  Define my antagonists and their motivations (NPCs and Organizations) by answering who, what, where, when, and why?  That&#8217;s it.</p>
<p>This works for me because if I know my NPCs &#8211; what they want, the type of people they are, what their background is, who they&#8217;re connected with, etc &#8211; then I have everything I need to manage their interactions with the players.</p>
<p>The bottom line is: let the characters tell the story.  In the case of an RPG, the &#8220;characters&#8221; include both the PCs and NPCs.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Monte Cook</title>
		<link>http://arsludi.lamemage.com/index.php/112/boredom-the-no-prep-game/comment-page-1/#comment-12528</link>
		<dc:creator>Monte Cook</dc:creator>
		<pubDate>Thu, 18 Dec 2008 00:58:06 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=112#comment-12528</guid>
		<description>As much as I like gaming--and I REALLY like gaming--I like game prep even more. I love the act of creation, I love to plan and anticipate, and I love to go the extra mile to wow the players. So I&#039;m with you on game prep. I like that there are games out there with no prep needed (sometimes I run out of time like anyone else), but even if I was stuck on a desert island by myself for the rest of my life, with no hope of ever playing in another session again, I&#039;d still probably sit back and build worlds and plan campaigns.</description>
		<content:encoded><![CDATA[<p>As much as I like gaming&#8211;and I REALLY like gaming&#8211;I like game prep even more. I love the act of creation, I love to plan and anticipate, and I love to go the extra mile to wow the players. So I&#8217;m with you on game prep. I like that there are games out there with no prep needed (sometimes I run out of time like anyone else), but even if I was stuck on a desert island by myself for the rest of my life, with no hope of ever playing in another session again, I&#8217;d still probably sit back and build worlds and plan campaigns.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brent P. Newhall</title>
		<link>http://arsludi.lamemage.com/index.php/112/boredom-the-no-prep-game/comment-page-1/#comment-12527</link>
		<dc:creator>Brent P. Newhall</dc:creator>
		<pubDate>Wed, 17 Dec 2008 22:55:11 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=112#comment-12527</guid>
		<description>Great post!  Agreed completely, and I&#039;m highly intrigued to play one of those games where folks make things up on the fly.

I do love world creation, but I think I&#039;d benefit from more player-generated content, so to speak.</description>
		<content:encoded><![CDATA[<p>Great post!  Agreed completely, and I&#8217;m highly intrigued to play one of those games where folks make things up on the fly.</p>
<p>I do love world creation, but I think I&#8217;d benefit from more player-generated content, so to speak.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Andrew</title>
		<link>http://arsludi.lamemage.com/index.php/112/boredom-the-no-prep-game/comment-page-1/#comment-12525</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Wed, 17 Dec 2008 13:42:36 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=112#comment-12525</guid>
		<description>I, for one, like the no-prep game a lot. From an administrative point of view it&#039;s easy to organise a game and then play it. For hectic lifestyles, that&#039;s a bonus. Secondly, it makes it easy to try new games. 

Perhaps most enjoyable for me is that it stretches me as a GM. It can be harder work than a high prep game because of the time constraint. I ran a game of DRYH at a con and I sweated bullets because of the time pressure. But in the end it was a great experience.</description>
		<content:encoded><![CDATA[<p>I, for one, like the no-prep game a lot. From an administrative point of view it&#8217;s easy to organise a game and then play it. For hectic lifestyles, that&#8217;s a bonus. Secondly, it makes it easy to try new games. </p>
<p>Perhaps most enjoyable for me is that it stretches me as a GM. It can be harder work than a high prep game because of the time constraint. I ran a game of DRYH at a con and I sweated bullets because of the time pressure. But in the end it was a great experience.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Martin</title>
		<link>http://arsludi.lamemage.com/index.php/112/boredom-the-no-prep-game/comment-page-1/#comment-12522</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 17 Dec 2008 09:15:22 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=112#comment-12522</guid>
		<description>@Renato: &quot;…if you really feel the need to write and detail a word, really, you should write fiction, ’cause that’s what you are doing anyway.&quot;

I very strongly disagree with that statement. My rich, detailed homebrew setting, which I&#039;m running a sandbox game in at the moment, is easy to run because of its high level of detail. I have NPCs and organizations that have clear motives and complex interrelationships. This gives the world verisimillitude, rather than just being a backdrop for the orc-bashing of Thog the Barbarian and his friends.

Granted, I run D&amp;D 3.5, which can be very heavy on prep (so you wanna roll a enemy NPC with many class levels? maybe even a prestige class? Cue at least 30 mins of chargen), but at least I don&#039;t have to dwell on how my world reacts to what the players do.

I have heard somewhere that inside every GM lives a frustrated writer, so there is some level of thruth to what you say. IMO, this is the motivation for quite a few GMs - the _collaborative_ storytelling of running a game.</description>
		<content:encoded><![CDATA[<p>@Renato: &#8220;…if you really feel the need to write and detail a word, really, you should write fiction, ’cause that’s what you are doing anyway.&#8221;</p>
<p>I very strongly disagree with that statement. My rich, detailed homebrew setting, which I&#8217;m running a sandbox game in at the moment, is easy to run because of its high level of detail. I have NPCs and organizations that have clear motives and complex interrelationships. This gives the world verisimillitude, rather than just being a backdrop for the orc-bashing of Thog the Barbarian and his friends.</p>
<p>Granted, I run D&amp;D 3.5, which can be very heavy on prep (so you wanna roll a enemy NPC with many class levels? maybe even a prestige class? Cue at least 30 mins of chargen), but at least I don&#8217;t have to dwell on how my world reacts to what the players do.</p>
<p>I have heard somewhere that inside every GM lives a frustrated writer, so there is some level of thruth to what you say. IMO, this is the motivation for quite a few GMs &#8211; the _collaborative_ storytelling of running a game.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Renato</title>
		<link>http://arsludi.lamemage.com/index.php/112/boredom-the-no-prep-game/comment-page-1/#comment-12521</link>
		<dc:creator>Renato</dc:creator>
		<pubDate>Wed, 17 Dec 2008 08:19:05 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/?p=112#comment-12521</guid>
		<description>&quot;Ask any GM&quot;... well, not any. *I* don&#039;t like prepping much at all, and I would not have the time to do it, either.

Besides, for many games you need to prep in a wholly different way: if you play with a relmap and bangs structure you&#039;ll have to think how the &quot;map&quot; evolves from game to game, what the NPCs will do, and what bangs you can prepare (even if most of them will not go off, probably) for the next session. The best thing is that you can do most of that while driving to work, instead of pouring over manuals.

...if you really feel the need to write and detail a word, really, you should write fiction, &#039;cause that&#039;s what you are doing anyway.</description>
		<content:encoded><![CDATA[<p>&#8220;Ask any GM&#8221;&#8230; well, not any. *I* don&#8217;t like prepping much at all, and I would not have the time to do it, either.</p>
<p>Besides, for many games you need to prep in a wholly different way: if you play with a relmap and bangs structure you&#8217;ll have to think how the &#8220;map&#8221; evolves from game to game, what the NPCs will do, and what bangs you can prepare (even if most of them will not go off, probably) for the next session. The best thing is that you can do most of that while driving to work, instead of pouring over manuals.</p>
<p>&#8230;if you really feel the need to write and detail a word, really, you should write fiction, &#8217;cause that&#8217;s what you are doing anyway.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

