So, here's the quick version. I'm burned out on d20 Fantasy games as a GM.
I'm seriously looking at moving on to Savage Worlds, using the Fantasy Companion for my own setting or the Hellfrost setting for my campaign.
...I'm burned out on d20 Fantasy games as a GM...I'm seriously looking at moving on to Savage Worlds, using the Fantasy Companion for my own setting or the Hellfrost setting for my campaign...
Sounds like you have some loyal gamer friends. Heh heh.
I'm running Keep on the Borderlands right now in SW and we did a huge fight in the goblin caves. The PCs managed to prevail after bringing most of the tribe down on themselves. Normally, I would have been bored 10 min into this fight, mainly because the goblins would just be swing, miss, or hit for 1d4 damage. In SW, not bored. I had goblins ganging up, the second rank using Taunt, all kinds of mayhem. The best part? Any hit could potentially drop someone. It didnt happen, since the chances were very low, but the idea that it could happen made it exciting to run a bunch of mooks.
I've noticed both in my game and the game that my friend runs and I play in that "nuisance" encounters really grate on my nerves. I try to make sure to use things like aid another, but man, I hate gearing up to run a fight that has no real danger to it (hm . . . the adventure says a bunch of 2nd level rogues attack the 8th level party . . . sigh).
For some of these types, I find both from the GM and player side that it can work well to let the fight get underway, see the obvious tide the fight is going and then switch to narrative completion of the encounter without actually rolling out the whole encounter.
Probably depends on the group how successful this can be. But then the feeling that there are other threats or roadblocks put in the way but they are not enough to stop the PCs.