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4E Burnout - What to do next?
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<blockquote data-quote="Mercurius" data-source="post: 5788966" data-attributes="member: 59082"><p>I just got home from our twice-monthly 4E D&D game and am thinking we're approaching a bit of a crossroads. By way of explaining the context, I DMed the group for the first two years and another guy has taken over for the last six months or so. We are now up to 15th level; we don't have a meta-plot and are currently running through Demon Queen's Enclave.</p><p></p><p>The current DM drove me home tonight and expressed a feeling of annoyance about many "4Eisms" which I generally share. We talked about magic items, grindy combat, imbalance between striker and non-striker damage, tactical mastery benefiting those who "get it" and penalizing those who don't, emphasis on combat in general, regimented combat with all actions funneled into powers rather than improvised, and perhaps especially the annoyance of all of the things you have to keep track of in 4E combat--conditions in particular.</p><p></p><p>Basically we both came to a point where we decided that we wanted a change, either a different game/edition or maybe just a different approach to 4E. I'd love to jump into 5E, but that's at least a year away. My co-Dm is going to continue for the next 4-6 sessions but then I'm going to take over again, which means I have 2-3 months to figure out what to do next. If I do DM 4E I'm going to start again with 1st level characters in a different campaign that gives me the opportunity to change a few things (e.g. less magic items, but more powerful and interesting ones; some way to encourage improvisational play; etc).</p><p></p><p>We're willing to try something different, maybe a different game or even genre altogether, but we'd also like a D&D experience that harkens back to a more "old school" approach--a simpler game, more improvisation and DM's adjudication vs. powers and rulebook checking, etc. Basically we want a D&D experience heavy on exploration, magic, lost histories and mysteries, interesting--but not overly complex--combats, etc. Given our group and the time that we can play--twice a month at most--I don't foresee a plot-heavy game. Some plot is good, but on the wargame-to-thespian spectrum of gaming, we're far closer to wargaming (and "old school D&D") than we are into the more thespian aspects of gaming (acting, character development, etc).</p><p></p><p>Any thoughts? Suggestions? I've had a few beers so I'm not sure if my situation is coming across in a clear-headed way, but I wanted to throw this out there before I hit the sack to see if I could reel in some replies to read in the morning.</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5788966, member: 59082"] I just got home from our twice-monthly 4E D&D game and am thinking we're approaching a bit of a crossroads. By way of explaining the context, I DMed the group for the first two years and another guy has taken over for the last six months or so. We are now up to 15th level; we don't have a meta-plot and are currently running through Demon Queen's Enclave. The current DM drove me home tonight and expressed a feeling of annoyance about many "4Eisms" which I generally share. We talked about magic items, grindy combat, imbalance between striker and non-striker damage, tactical mastery benefiting those who "get it" and penalizing those who don't, emphasis on combat in general, regimented combat with all actions funneled into powers rather than improvised, and perhaps especially the annoyance of all of the things you have to keep track of in 4E combat--conditions in particular. Basically we both came to a point where we decided that we wanted a change, either a different game/edition or maybe just a different approach to 4E. I'd love to jump into 5E, but that's at least a year away. My co-Dm is going to continue for the next 4-6 sessions but then I'm going to take over again, which means I have 2-3 months to figure out what to do next. If I do DM 4E I'm going to start again with 1st level characters in a different campaign that gives me the opportunity to change a few things (e.g. less magic items, but more powerful and interesting ones; some way to encourage improvisational play; etc). We're willing to try something different, maybe a different game or even genre altogether, but we'd also like a D&D experience that harkens back to a more "old school" approach--a simpler game, more improvisation and DM's adjudication vs. powers and rulebook checking, etc. Basically we want a D&D experience heavy on exploration, magic, lost histories and mysteries, interesting--but not overly complex--combats, etc. Given our group and the time that we can play--twice a month at most--I don't foresee a plot-heavy game. Some plot is good, but on the wargame-to-thespian spectrum of gaming, we're far closer to wargaming (and "old school D&D") than we are into the more thespian aspects of gaming (acting, character development, etc). Any thoughts? Suggestions? I've had a few beers so I'm not sure if my situation is coming across in a clear-headed way, but I wanted to throw this out there before I hit the sack to see if I could reel in some replies to read in the morning. Thanks! [/QUOTE]
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