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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E: DM-proofing the game
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<blockquote data-quote="Reynard" data-source="post: 4016335" data-attributes="member: 467"><p>My preferences, expectations and style as a DM are the result of not my formative years as a gamer, but The Best Group Ever. I started playing with these guys when I lived in Savannah, GA and their apartment was 100 feet down on the same block. We played at least weekly, for anywhere from 8 to 16 hours (imagine the trouble I got in with my live in SO -- to whom I am now married, btw). The campaign started with 2E, 1st level, roll stats in order.</p><p></p><p>These guys not only reigned in my GM ADD and indulged my creativity (even the wild magic/fey Hut of Many Stupid Rooms, and the Hey Look, it is Days of Future Past in D&D), they also engaged the game and the setting full heartedly. they did as much or more world building as I did. I moved from Savannah to Connecticut and they moved to Pittsburgh, and you know what, the game went on.</p><p></p><p>It was that good, that right. Three or four times a year, I would drive 500 miles to play for 36 hours of actual table time in a 4 day weekend. half the group had moved to Pitt, and the other half, the new people, were equally awesome. The campaign ended when 3E was imminent and the follow up campaign -- same setting, characters being the offspring of the first campaign's PCs and/or NPCs -- was just as good, despite reservations about 3E, fighting with the rules set and so on.</p><p></p><p>It wasn't until I had kids and could only make the trip every 6 or 8 months that the campaign started to die. But you know what really killed it? The PCs "won" and we tried to decide what to do. We had planned a HERO campaign set in the worlds far future (aka the modern era) when the old D&D-esque magic was returning (sort of a super-hero/Shadowrun cross) or to go Epic. We decided to go epic and the last session lasted 8 hours. Six of those hours -- no exageration -- were spent in a massive combat with a pit fiend and its minions guarding a prison in the Astral Plane. Six hours of combat -- unfinished. ugh.</p><p></p><p>Anyway, where was I? oh, right. Awesome players that engaged the setting on every level. Every game I have run since has suffered becaue no group has had the same drive, taken the same inititiative. They peter out or I get an GM ADD bug and no one stops me. or -- as has happened more than once -- a PC dies and players revolt (I still don't understand this one -- especially since the player most likely to revolt is also the most killer DM I have ever played under).</p><p></p><p>I really don't have a point. I just needed to get that off my chest.</p></blockquote><p></p>
[QUOTE="Reynard, post: 4016335, member: 467"] My preferences, expectations and style as a DM are the result of not my formative years as a gamer, but The Best Group Ever. I started playing with these guys when I lived in Savannah, GA and their apartment was 100 feet down on the same block. We played at least weekly, for anywhere from 8 to 16 hours (imagine the trouble I got in with my live in SO -- to whom I am now married, btw). The campaign started with 2E, 1st level, roll stats in order. These guys not only reigned in my GM ADD and indulged my creativity (even the wild magic/fey Hut of Many Stupid Rooms, and the Hey Look, it is Days of Future Past in D&D), they also engaged the game and the setting full heartedly. they did as much or more world building as I did. I moved from Savannah to Connecticut and they moved to Pittsburgh, and you know what, the game went on. It was that good, that right. Three or four times a year, I would drive 500 miles to play for 36 hours of actual table time in a 4 day weekend. half the group had moved to Pitt, and the other half, the new people, were equally awesome. The campaign ended when 3E was imminent and the follow up campaign -- same setting, characters being the offspring of the first campaign's PCs and/or NPCs -- was just as good, despite reservations about 3E, fighting with the rules set and so on. It wasn't until I had kids and could only make the trip every 6 or 8 months that the campaign started to die. But you know what really killed it? The PCs "won" and we tried to decide what to do. We had planned a HERO campaign set in the worlds far future (aka the modern era) when the old D&D-esque magic was returning (sort of a super-hero/Shadowrun cross) or to go Epic. We decided to go epic and the last session lasted 8 hours. Six of those hours -- no exageration -- were spent in a massive combat with a pit fiend and its minions guarding a prison in the Astral Plane. Six hours of combat -- unfinished. ugh. Anyway, where was I? oh, right. Awesome players that engaged the setting on every level. Every game I have run since has suffered becaue no group has had the same drive, taken the same inititiative. They peter out or I get an GM ADD bug and no one stops me. or -- as has happened more than once -- a PC dies and players revolt (I still don't understand this one -- especially since the player most likely to revolt is also the most killer DM I have ever played under). I really don't have a point. I just needed to get that off my chest. [/QUOTE]
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