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<blockquote data-quote="Ruin Explorer" data-source="post: 7975868" data-attributes="member: 18"><p>I think this is maybe not a great plan, because to me it sounds like system-based excitement is a big part of the problem the OP has, not the solution to it. The OP's story makes it very clear he can get very excited about a system, very hyped to run a system, but then when he actually gets to running it, he's no longer excited, because he's already burned through the system-based excitement.</p><p></p><p>I've experienced the same thing, a number of times. I get really excited about a complex or weird/unusual system, it sounds really good. I'd read the book, I'd learn the system, I'd maybe build a campaign (or buy an AP or whatever), and by the time I'd got it all ready to go, and made people generate characters and so on (which was often quite exciting), I just rapidly lost my excitement/interest with the system.</p><p></p><p>Changing systems fed that rather than fixing it. It made it a cycle. My group ended up trying about 8-10 systems in under a year because of it, none of them actually going on for more than three sessions, because I'd lose interest and say "Wouldn't it be great if we tried X? Just for a session or two!" (I was quite convincing). They eventually rebelled and refused to create any more characters for any more games, and I kind of agreed - my brother took over as DM.</p><p></p><p>So I think do the opposite. Find a system that isn't mechanically exciting, but that does look like it works decently, don't mess with it, and just try and run really basic adventures without leaning on complex rules or pre-generated stuff.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7975868, member: 18"] I think this is maybe not a great plan, because to me it sounds like system-based excitement is a big part of the problem the OP has, not the solution to it. The OP's story makes it very clear he can get very excited about a system, very hyped to run a system, but then when he actually gets to running it, he's no longer excited, because he's already burned through the system-based excitement. I've experienced the same thing, a number of times. I get really excited about a complex or weird/unusual system, it sounds really good. I'd read the book, I'd learn the system, I'd maybe build a campaign (or buy an AP or whatever), and by the time I'd got it all ready to go, and made people generate characters and so on (which was often quite exciting), I just rapidly lost my excitement/interest with the system. Changing systems fed that rather than fixing it. It made it a cycle. My group ended up trying about 8-10 systems in under a year because of it, none of them actually going on for more than three sessions, because I'd lose interest and say "Wouldn't it be great if we tried X? Just for a session or two!" (I was quite convincing). They eventually rebelled and refused to create any more characters for any more games, and I kind of agreed - my brother took over as DM. So I think do the opposite. Find a system that isn't mechanically exciting, but that does look like it works decently, don't mess with it, and just try and run really basic adventures without leaning on complex rules or pre-generated stuff. [/QUOTE]
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