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Help! we cant keep a game going...what do we do
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<blockquote data-quote="Stormborn" data-source="post: 3125590" data-attributes="member: 14041"><p>Why do your games die? Does the DM loose interest or the players? Is it lack of planning or over planning? Are you having fun now? If so why change?</p><p></p><p>My group played for years doing short campaigns that only lasted a few levels/weeks. This was mainly due to wanting to try everything. Later we settled down a bit and I have been running longer games. This is also in large part due to the fact that I have gotten better and DMing. But typically we take a break every few weeks for someone to run a one or two-shot to keep me from getting burned out.</p><p></p><p>Based on your answers to the above questions my advice will change but here are some options:</p><p></p><p>1) Play a campaign like Red Hand of Doom designed for multiple levels. This is good practice for seeing how you can run a longer campaign. I suggest using the advice given on these boards to do a lead in from 1st level, Sunless Citadel might be a good place to start. EDIT: IIRC WotC is comign out with one that starts at 2nd level designed for new DMs, that would be your best bet.</p><p>2) Try a set up w/ a round robin DMing system. Everyone has a PC and everyone DMs an adventure. Set up a travel campaign so that the PCs can go from one region to another. When a player takes over as DM his PC says "I have something to take care of, I will meet you guys in the next town." Everyone gets the same base XP for the session, so that even the PCs not "on stage" get XP and the DM can award extra for roleplay and the players can award the DM extra for running the game. Establish a standard for this, like 1-5 stars being "y" XP * level of adventure. </p><p>3) Just plan on playing short campaigns. Nothing wrong with that if people are having fun. It can be frustrating for things to just disolve, but if you plan for it then that frustrations gone. It also allows for interesting situations. ormally a Paladin wouldn't adventure w/ a necromancer but it the cities in danger and the gods have chosen this party to go on a quest to find the relic needed to end the plague he might do it temporarilly, w/ a dispensation from his god/church for the duration to do so.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3125590, member: 14041"] Why do your games die? Does the DM loose interest or the players? Is it lack of planning or over planning? Are you having fun now? If so why change? My group played for years doing short campaigns that only lasted a few levels/weeks. This was mainly due to wanting to try everything. Later we settled down a bit and I have been running longer games. This is also in large part due to the fact that I have gotten better and DMing. But typically we take a break every few weeks for someone to run a one or two-shot to keep me from getting burned out. Based on your answers to the above questions my advice will change but here are some options: 1) Play a campaign like Red Hand of Doom designed for multiple levels. This is good practice for seeing how you can run a longer campaign. I suggest using the advice given on these boards to do a lead in from 1st level, Sunless Citadel might be a good place to start. EDIT: IIRC WotC is comign out with one that starts at 2nd level designed for new DMs, that would be your best bet. 2) Try a set up w/ a round robin DMing system. Everyone has a PC and everyone DMs an adventure. Set up a travel campaign so that the PCs can go from one region to another. When a player takes over as DM his PC says "I have something to take care of, I will meet you guys in the next town." Everyone gets the same base XP for the session, so that even the PCs not "on stage" get XP and the DM can award extra for roleplay and the players can award the DM extra for running the game. Establish a standard for this, like 1-5 stars being "y" XP * level of adventure. 3) Just plan on playing short campaigns. Nothing wrong with that if people are having fun. It can be frustrating for things to just disolve, but if you plan for it then that frustrations gone. It also allows for interesting situations. ormally a Paladin wouldn't adventure w/ a necromancer but it the cities in danger and the gods have chosen this party to go on a quest to find the relic needed to end the plague he might do it temporarilly, w/ a dispensation from his god/church for the duration to do so. [/QUOTE]
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