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*Dungeons & Dragons
feeling dissatisfied - need some advice
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<blockquote data-quote="THEMNGMNT" data-source="post: 6879511" data-attributes="member: 6809274"><p>First, how did you introduce the conceits of your campaign world to the players? Did you leave it vague? Or did you outline the classes and races they could use, house rules, etc? I think articulating and imposing restrictions are a mandatory if you want to bring your world to life. So, if you haven't done that, I suggest you do so now. And then work with your players to rebuild characters that don't fit into the campaign world.</p><p></p><p>Second, I think you can simply tell your players away from the table that the campaign is transitioning into being "on the road" in order to keep it fresh and align with your original intent. You and your players seem pretty mellow so I assume this would be an easy conversation.</p><p></p><p>Third, this is a good learning experience for how to get out in front of problems and nip them in the bud.</p><p></p><p>Fourth, if you're not excited by the game, your players will not be excited, either. So you need to be able to recognize when you're getting bored and take preventative action. Maybe that means turning your campaign upside down and going in a totally unexpected direction. Or maybe that means acknowledging that you need to limit campaigns to 6 months or less. In which case, consider having one campaign start at level 1, another campaign start at level 5, a totally different campaign starting at level 10, and so on. In fact, you don't really need to run campaigns at all. You can just run adventures. In the classical sense. You know, an adventure that advances characters 1 or 2 levels...rather than 20.</p><p></p><p>Anyway, take this for whatever it's worth. Good luck.</p></blockquote><p></p>
[QUOTE="THEMNGMNT, post: 6879511, member: 6809274"] First, how did you introduce the conceits of your campaign world to the players? Did you leave it vague? Or did you outline the classes and races they could use, house rules, etc? I think articulating and imposing restrictions are a mandatory if you want to bring your world to life. So, if you haven't done that, I suggest you do so now. And then work with your players to rebuild characters that don't fit into the campaign world. Second, I think you can simply tell your players away from the table that the campaign is transitioning into being "on the road" in order to keep it fresh and align with your original intent. You and your players seem pretty mellow so I assume this would be an easy conversation. Third, this is a good learning experience for how to get out in front of problems and nip them in the bud. Fourth, if you're not excited by the game, your players will not be excited, either. So you need to be able to recognize when you're getting bored and take preventative action. Maybe that means turning your campaign upside down and going in a totally unexpected direction. Or maybe that means acknowledging that you need to limit campaigns to 6 months or less. In which case, consider having one campaign start at level 1, another campaign start at level 5, a totally different campaign starting at level 10, and so on. In fact, you don't really need to run campaigns at all. You can just run adventures. In the classical sense. You know, an adventure that advances characters 1 or 2 levels...rather than 20. Anyway, take this for whatever it's worth. Good luck. [/QUOTE]
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feeling dissatisfied - need some advice
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