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Combating My Own Boredom as a Player
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<blockquote data-quote="Jd Smith1" data-source="post: 9639819" data-attributes="member: 6998052"><p>I only GM. And I never use systems that lack detailed and varied tactical options. </p><p></p><p>But being stuck running one PC just isn't interesting. TBH, my PS5 fills my gamer needs completely. </p><p></p><p>My dream is AI players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Addressing the core issue, though, besides employing crunchier systems, which is my first choice, is to pair those rules with varied terrain (never get cornered into a single type), and layer it over with outside issues. Keep the PCs low-power, and put them in the setting of larger issues: war, deadly politics, economic or social upheaval. Don't let them glide through a peaceful setting from one scenario to another; force them to deal with food shortages, annoying beggars, troublesome refugees, self-important authorities, politics, bad weather, protest groups (in the appropriate settings), war, plague, liberals, bad food, bad water, fanatics, crimes...literally anything and everything you can think of or read about.</p><p></p><p>Military service, by which I mean in the Army or Marines, will swiftly teach you that combat is nothing compared to the endless tedium and travail of life in the field.</p><p></p><p>If your system does not have a mechanic for physical and emotional wear, create one, and enforce it rigorously. Force the players to remain involved in every aspect of the setting.</p></blockquote><p></p>
[QUOTE="Jd Smith1, post: 9639819, member: 6998052"] I only GM. And I never use systems that lack detailed and varied tactical options. But being stuck running one PC just isn't interesting. TBH, my PS5 fills my gamer needs completely. My dream is AI players. :) Addressing the core issue, though, besides employing crunchier systems, which is my first choice, is to pair those rules with varied terrain (never get cornered into a single type), and layer it over with outside issues. Keep the PCs low-power, and put them in the setting of larger issues: war, deadly politics, economic or social upheaval. Don't let them glide through a peaceful setting from one scenario to another; force them to deal with food shortages, annoying beggars, troublesome refugees, self-important authorities, politics, bad weather, protest groups (in the appropriate settings), war, plague, liberals, bad food, bad water, fanatics, crimes...literally anything and everything you can think of or read about. Military service, by which I mean in the Army or Marines, will swiftly teach you that combat is nothing compared to the endless tedium and travail of life in the field. If your system does not have a mechanic for physical and emotional wear, create one, and enforce it rigorously. Force the players to remain involved in every aspect of the setting. [/QUOTE]
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