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Deadlands: Lost Colony (SWADE) Post-Mortem
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<blockquote data-quote="Retreater" data-source="post: 9598768" data-attributes="member: 42040"><p>Maybe had I slowed everyone down at the beginning and really "taught" it properly. Maybe had we not had gaps between sessions due to the external factors I mentioned. Maybe if we were playing in a setting like Pathfinder that I felt more comfortable to grok and that we better understood the archetypes. But all of these factors combined to make it a game that I found very frustrating. </p><p></p><p></p><p>I'm running A5E, but I'll dip in with 2014 compatible 3rd party stuff (such as MCDM's Flee Mortals) and certain official supplements (such as Eberron: Rising from the Last War). </p><p></p><p>I'm suggesting the players go with A5E whenever possible, but I realize I may need to port over some options from other sources. If the added complexity is too much, I'll let the players go to 2014 (none of us own ToV or 2024). </p><p></p><p>The primary difference between this campaign and the majority of others I've run of 5E, I'm going to write my own adventures. I'll design the encounters and make them as challenging as I feel they should be. I'll center the plots around my characters instead of trying to tie together loose threads from a published adventure. I'm going to take ownership of the game and flex my passion and creativity. </p><p></p><p>I'm tired of not loving this hobby. My hope is that I'll get what I give. The challenges of the last few months have reminded me that our time is precious, and it's time for me to find joy in gaming or minimize its influence in my life.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9598768, member: 42040"] Maybe had I slowed everyone down at the beginning and really "taught" it properly. Maybe had we not had gaps between sessions due to the external factors I mentioned. Maybe if we were playing in a setting like Pathfinder that I felt more comfortable to grok and that we better understood the archetypes. But all of these factors combined to make it a game that I found very frustrating. I'm running A5E, but I'll dip in with 2014 compatible 3rd party stuff (such as MCDM's Flee Mortals) and certain official supplements (such as Eberron: Rising from the Last War). I'm suggesting the players go with A5E whenever possible, but I realize I may need to port over some options from other sources. If the added complexity is too much, I'll let the players go to 2014 (none of us own ToV or 2024). The primary difference between this campaign and the majority of others I've run of 5E, I'm going to write my own adventures. I'll design the encounters and make them as challenging as I feel they should be. I'll center the plots around my characters instead of trying to tie together loose threads from a published adventure. I'm going to take ownership of the game and flex my passion and creativity. I'm tired of not loving this hobby. My hope is that I'll get what I give. The challenges of the last few months have reminded me that our time is precious, and it's time for me to find joy in gaming or minimize its influence in my life. [/QUOTE]
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Deadlands: Lost Colony (SWADE) Post-Mortem
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