Purchased modules don't save you any prep time.
Here's to not telling other folks their experiences.
Purchased modules have been saving me time for years.
Purchased modules don't save you any prep time.
I buy lots of things.Why not just buy the things you need instead???
They save time on some things, add to others. To me this is a good add as I work best off a foundation.Purchased modules don't save you any prep time. In fact, they take more time for me.
Not fantasy. What I'm running is GURPS 4e, in two demi-historical settings.Which is....
I still have difficulties getting started, keeping going, and overall finishing the work. By that I mean, organizing play, creating rules documents, developing campaign material, prepping sessions, etc..
So, folks that create material for home games and publishing; How do you do it? How do you get your motor started, stay motivated, and finish the work?
Oh if it were so easy... First, I am a big proponent of campaign players guide and often have to write them up for my players. These are one part setting flavor and one part rules based. Second and this is a monumental second, im a Battletech player. The rules of the game for my mode, called Classic, are unfortunately a mess. Imagine poor organization, with various levels of rules are intermixed, as if they are balanced with one another and no real way to organize them in an easy to understand for newcomers position.I think you are imagining some of these challenges to be bigger than they are. I'm going to stick to home games as publishing is beyond my expertise.
Organizing play is easy: I am an advocate of the tried and true set in stone game time. Whether you set it weekly, fortnightly or once a month is up to you.
Creating rules documents: what rules documents? The published game should have rules documents you and the players can refer to. This may be more in the publishing sphere.
I dont find published material to be much easier than homebrew. As I mentioned, I think a GM needs to devote a lot of time to the material to make it come to life. If you just toss the material out there and run on auto pilot it shows. Im not that type of GM.Developing campaign material: if this is a challenge for you, run published modules/adventures. For me having a place to start and build on works way better than running full homebrew.
Im not looking for methods of doing things, Im looking for methods of staying motivated to finish what I started.Prepping sessions: Lazy DM eight steps may be the structure you need to work through your prep. You can move the steps around or skip some entirely if you don't find them useful.
Ultimately you need to figure out the method/s and/or structure/s that work for you, since everyone has such different tastes and styles.
Here's to giving folks the benefit of the doubt and assuming that they are talking about their opinion when on a discussion board and not requiring every post to come with a disclaimer.Here's to not telling other folks their experiences.
Purchased modules have been saving me time for years.
Im more of a Golarion and Third Imperium guy when it comes to game settings. I definitely lean into whats available as a launching pad.I like to take the shell of Forgotten Realms (FR) since there is soooo much information on it online. All the background and locations and gods and such is done, leaving me to focus on the game and the current campaign. Since 5e came out, I have run several campaigns around Phandalin or Leilon with the exception of the Princes of the Apocalypse book that took place not to far from the others. Each campaign is building on the others in terms of local history and flavor. It seems to be getting easier when I can reuse NPCs and some locations.
Here's to giving folks the benefit of the doubt and assuming that they are talking about their opinion
At a minimum, no one is publishing scenarios focused on the PCs at your table--or mine, for that matter.