15 Years of Gaming, But A Question

aspectuscape

First Post
I have been gaming for over 15 years but its been only since D&D went 3.0 that I have been using that system for the game I have been running, which has been a combination of things, sci fi, fantasy whatever suits the players all in a universe of my own creation (Well not ALL I did steal some stuff from here to there) in any case the game was focused on Role Playing and not so much on the rules, but since the change to 3.0 at the request of my biggest player (and best friend) the game's gone kinda mlech.......He focuses on the rules and I focus on background. we've revised the game and use more and more D&D stuff.........the planes went to a complete revison and now use the Great Wheel, which is kinda boring to me.

I find that I plan more of the game rather than being sponteaneous like I used to, worrying about proper stats and stuff (especilly when best friend knows rules better than me) Also the game has gone to making characters with great stats instead of great personalities. I don't want to change everything, want to keep the players happy, and not so sure about starting a new campaign universe when I have used this one for so long.

He's done a lot of work making prestige classes and such, so I don't really wanna say no more game or totally new game..........

Although it does have its good points I used the d20 system to prevent some players from creating outreagous unbalanced characters.

The reaction from the other players is mixed, I have new players because of the use of the rules, while a few don't care and one really preferred it the original way (but he like never plays anymore for other reasons, but he might be willing to get back into it)

I just don't like that my creativity as been sacrficed to make everyone else happy, or that as a GM I have to check with my best friend on the rules all the time.

any ideas??
 

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In my experience, resolving such "meta-game" issues is the hardest thing about roleplaying. As it involves human-beings, there are no "right" answers, and all I can do is give you my own advice.

It sounds to me like you are not having fun. That's the worst trap you call fall into - it is important that your players will have fun, but also that you will. I've seen more cases where players left due to meta-game issues with other players than for any other reason - this is the game-breaker.
I too, as a DM, feel more constrained by the rules of d20. But it also allows me to whip out some concepts I otherwise wouldn't have, due to the wealth of books and templates. So I like it, overall.
But it looks as though you don't, and are indeed "sacrificing" your fun for that of your players. That sounds like a receipe for disaster.

I suggest you "renegotiate" the terms of your "contract" with your players. If they enjoy playing d20 so much, let them be in charge of the rules (perhaps that friend you talked of). Let him take on the manlte of "rule-DM", and make all rule-dependant questions in the sessions.
But, make it clear that you yourself will NOT be bound by the rules. What monster stats you use, rolls you make, and so on, just keep to yourself. And feel free to throw the complex d20 rules out the window, and create monsters on-the-fly ("hmmm... let give him a high Will, say +15, and SR 25, and...").
Essentially, make it clear that the rules are FOR THE PCS, and do NOT apply to you. This is not a standard way to play d20, but it will work if (and only if!) the players trust you. Make it clear that you are just feeling constrained and uncomfortable using the d20 rules, and refuse to abide by them.

As for your campaign world... I am not sure why you chose to use the Great Wheel instead of your original ideas. To me, what I like the campaign to be always takes presedence, and I'm playing in FR... anyways, that's your choice to make, but if I were you I would slowly but surely reveal to the players that the cosmology is not the great wheel, even if they think it is, and return to some middle-ground.

These are all just my suggestions, of course. They may not work for you, or with your players.
I wish you happy gaming, regardless of how you choose to proceed,
Yair
 

I got into a situation like this as a DM way back in 2e. My solution was to say to my players, "OK...if it ain't in the PH, DMG or MM, it ain't allowed."

Problem solved. That's the great part about being a DM.
 

From the way you speak, it sounds like your friend really would rather be playing D&D3e than the game you were playing before, and basically you've let him pull the sphere of the game in that direction. And that's making you unhappy - you are finding yourself constrained by a ruleset you don't want.

This is a tricky situation. For starters, how are the other players feeling? If the tenor of the game has shifted so markedly, has it been because they want it to? Or are they as unhappy as you, and just aren't saying? If it's the former, then I suggest you bow to the inevitable, and relinquish control of the game to your friend. Perhaps you can restart the original campaign for some of the other players on a different day. Or join in the 'new' campaign.

If it's the latter, then you are going to have to talk this through with your friend and take back the reins of the campaign. This will take tact, and perhaps some sounding out first. Thank your friend for his efforts, but say that the campaign is not headed in that direction.

Of course, it's likely to lie somewhere between these extremes. In which case I think you all need to spend a session talking over the ins and outs of the campaign, and what each of you wants from it. Handle this with care, since you might put some people's noses out of joint. But if people truly have enjoyed the campaign, then they will work together to save it.

Good luck!
 

Out of my curiosity, what was the rules system you were using previously? Was it a specific system, or something you all cobbled together?

The reason I ask is because depending on the previous system, it may be small wonder you are mroe frustrated. For instance, going from storyteller as a system for your setting to d20, as an example, would be both strange and very radical.

If it was something like GURPS or RIFTS, there is not that much of a change, rules-complexity-wise. But deadguy's advice is the kind of advice I'd give - talk to the players and find out what everyone wants, and how happy each other person is with the situation. Fun in a group is EVERYBODY's business.
 

I think I can solve your problem in a very simple way. From the way you speak, you didn`t seem to use rules too much, and the results of actions in your games would mostly come from your mind than from probability results. Mind you, that the rules dont rule you! They are just tools! Wanna solve your problem? Use a DM screen and roll(or pretend to roll) all your dice behind the screen. That way, it doesnt matter what rules you are using, you could always lie about your rolls and continue to use your imagination. So, if with 3E the players need to roll a spot check to see if they ahve noticed something, it is up to you, not the dice, to decide if they have spotted something, just like you used to do in the old days. And why is it up to you? Because the success of a spot check depends on the difficulty of what is to be spotted. As long as you dont reveal what is the rate of difficulty, your players dont have how to know which number they wil lhave ot roll to be successful. Same thing fihgting monsters. Dont reveal the monsters AC. Afteral, it only makes the battles more real and exciting, because the players wont know, at least in the first rounds, what they have to roll to hit the monster. In case the monster runs out of Hit POints too fast, just give it more!
I could keep going on and on, but I think you got the message. Let your players use 3E if they want. It will cause only minor changes in your games, as long as you use the rules to your favor, instead of letting yourself be ruled by the books.

Henrique.
 

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