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4E Burnout - What to do next?
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<blockquote data-quote="scourger" data-source="post: 5790047" data-attributes="member: 12328"><p>It's like you 2 are reading my mind. </p><p></p><p>For the OP, try <strong>Savage Worlds</strong> for free: <a href="http://www.peginc.com/Downloads/SWEX/TD06.pdf" target="_blank">http://www.peginc.com/Downloads/SWEX/TD06.pdf</a></p><p></p><p>Savage Worlds would be my first recommendation to you for a change of pace that is easy to run but robust enough to engage the players. But, it is a different system. We love it in our group and seem to run very little else these days. </p><p></p><p>Otherwise, I like the suggestions about going back an edition to d20. It is still pretty defined & tactical, but I really liked 3.0 (3.5 not so much but it is still good). The advantage to you is that many basics of d20 made their way to 4e, so you don't have to totally retrain to a new system. The 3 core books are still about 1200 pages, though. I wouldn't do it again but for my D&D minis to use in a game. The prep time can be staggering. </p><p></p><p>Along the lines of system mastery, you might give the new Gamma World a look. It is a streamlined 4e in the classic post-apoc setting. We picked it up with very little difficulty. Although we played only a few sessions of 4e, the d20 footprint is there to help the transition. It was a little too light on character options for my players to choose to continue, but I would like to finish the pre-ptinted modules. I think it could be smashing if I ran it again with giving the players more choices than random rolls for character creation/advancement and by making my own adventures. There are plenty of foes & counters in the basic game to be fun & challenging. </p><p></p><p>A neat twist could be transporting your existing 4e characters to Gamma World. Let the players keep all those complicated 4e options for their characters but run the game using the simpler Gamma World rules, if they really like their characters. This is sort of the Savage Worlds approach, by the way--simpler for the GM but still complicated enough for the players.</p></blockquote><p></p>
[QUOTE="scourger, post: 5790047, member: 12328"] It's like you 2 are reading my mind. For the OP, try [B]Savage Worlds[/B] for free: [url]http://www.peginc.com/Downloads/SWEX/TD06.pdf[/url] Savage Worlds would be my first recommendation to you for a change of pace that is easy to run but robust enough to engage the players. But, it is a different system. We love it in our group and seem to run very little else these days. Otherwise, I like the suggestions about going back an edition to d20. It is still pretty defined & tactical, but I really liked 3.0 (3.5 not so much but it is still good). The advantage to you is that many basics of d20 made their way to 4e, so you don't have to totally retrain to a new system. The 3 core books are still about 1200 pages, though. I wouldn't do it again but for my D&D minis to use in a game. The prep time can be staggering. Along the lines of system mastery, you might give the new Gamma World a look. It is a streamlined 4e in the classic post-apoc setting. We picked it up with very little difficulty. Although we played only a few sessions of 4e, the d20 footprint is there to help the transition. It was a little too light on character options for my players to choose to continue, but I would like to finish the pre-ptinted modules. I think it could be smashing if I ran it again with giving the players more choices than random rolls for character creation/advancement and by making my own adventures. There are plenty of foes & counters in the basic game to be fun & challenging. A neat twist could be transporting your existing 4e characters to Gamma World. Let the players keep all those complicated 4e options for their characters but run the game using the simpler Gamma World rules, if they really like their characters. This is sort of the Savage Worlds approach, by the way--simpler for the GM but still complicated enough for the players. [/QUOTE]
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