Games you need to go outside your normal group to play


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I think generally, I don't have it so bad, because playing different systems is rather common in my groups. That being said, I'm not sure how well systems that stray farther from the traditional RPG experience would work/be received (e.g. the two examples OP mentions), and we typically switch systems only after a campaign or when we take a break between two longer arcs. So for the most part, the system stays constant for a couple of years.
Also, I don't really have the capacity for more than one weekly game (I'm in two groups playing bi-weekly), but there's people outside my groups I enjoy playing with, so I try to do occasional one-shots and sometimes also convention games.
 


Back when I had regular FtF groups (ie pre-2020-ish) the one thing that was a real no-sell was Pelgrane's excellent version of Dying Earth. That one really "got" Vance's setting, but getting people to play has been tricky for decades now. I briefly considered the Goodman Games' version despite a real dislike of DCC, but with the current mess involving JG I'm happy I didn't succumb.
 

My core group is very combat focused, even systems that don't overly focus on it lean in when we play them. So I grabbed a few of the more RP-focused ones for a smaller side group to explore other systems. Still don't think I could bring them Monsterhearts or anything else in that vein though.
 
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In my group, most would be okay to try new things . . . but without much enthusiasm. Meaning as DM, I'd have to bring my A-game! We do have one stick-in-the-mud who scoffs when I bring up running Star Trek Adventures or Renegade's Transformers game, anything other than D&D or Star Wars . . . he treats the suggestions like I'm joking, because who would want to play in those worlds?

Me. I would. Sigh.
 

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