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<blockquote data-quote="JiffyPopTart" data-source="post: 7970630" data-attributes="member: 4881"><p>Can you drill down a little bit to identify in more detail exactly what is turning you off in the following scenario? Maybe a concrete example.</p><p></p><p>1. You like rules medium/heavy systems.</p><p>2. The rules in play are bogging you down.</p><p></p><p>Theoretically if a magic GM showed up and ran a rules medium/heavy game that wasn't a scripted campaign would that solve the issue?</p><p></p><p>I think I sort of identify with how you feel myself. My favorite game of all time is Torg and I am waiting on enough Torg:Eternity cosms to release before I launch my campaign. I feel like T:E is definitely a step or two above 5e in terms of complexity, and as I get older I enjoy complexity of a system less than I do the story behind the game. With that in mind I adjust running T:E one-shots by not sweating the details behind the scenes to the point of slowing the game down. Its easy enough to slide up or down a line or two on the result chart if you know there are some modifiers to the roll but you don't want to specifically count them all out to get an EXACT number.</p><p></p><p>What I have found that keeps me entertained now (as a player or GM) is team worldbuilding. I have no interested in saving the 100th princess or stopping the 32nd world ending plot. What I do find interesting is picking a town, or even just a keep in a town, and basing the campaign around that one area. In the best campaign I ever played in the party consisted of TWO clerics of Torm, one paladin of Torm, and a 4th character who was not related to Torm*. Much of the plot that everyone loved was centered around the politics of the Torm church and the trials and tribulations of running a temple in the cities politics. The change in focus, the player input on activities, and the relationships built up with different NPCs was so much more memorable than hunting down EvilAura BaneHate the cultist and stopping him from summoning zombies (or whatever weaker plots you can find in lots of prewritten adventures).</p><p></p><p>*Note: This campaign has zero focus on Torm when originally conceived. It just worked out that 3/4 of the players linked their characters to Torm on a lark and the focus of the campaign moved in that direction because of that character creation choice.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7970630, member: 4881"] Can you drill down a little bit to identify in more detail exactly what is turning you off in the following scenario? Maybe a concrete example. 1. You like rules medium/heavy systems. 2. The rules in play are bogging you down. Theoretically if a magic GM showed up and ran a rules medium/heavy game that wasn't a scripted campaign would that solve the issue? I think I sort of identify with how you feel myself. My favorite game of all time is Torg and I am waiting on enough Torg:Eternity cosms to release before I launch my campaign. I feel like T:E is definitely a step or two above 5e in terms of complexity, and as I get older I enjoy complexity of a system less than I do the story behind the game. With that in mind I adjust running T:E one-shots by not sweating the details behind the scenes to the point of slowing the game down. Its easy enough to slide up or down a line or two on the result chart if you know there are some modifiers to the roll but you don't want to specifically count them all out to get an EXACT number. What I have found that keeps me entertained now (as a player or GM) is team worldbuilding. I have no interested in saving the 100th princess or stopping the 32nd world ending plot. What I do find interesting is picking a town, or even just a keep in a town, and basing the campaign around that one area. In the best campaign I ever played in the party consisted of TWO clerics of Torm, one paladin of Torm, and a 4th character who was not related to Torm*. Much of the plot that everyone loved was centered around the politics of the Torm church and the trials and tribulations of running a temple in the cities politics. The change in focus, the player input on activities, and the relationships built up with different NPCs was so much more memorable than hunting down EvilAura BaneHate the cultist and stopping him from summoning zombies (or whatever weaker plots you can find in lots of prewritten adventures). *Note: This campaign has zero focus on Torm when originally conceived. It just worked out that 3/4 of the players linked their characters to Torm on a lark and the focus of the campaign moved in that direction because of that character creation choice. [/QUOTE]
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