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How did you convince your group to try something different?
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<blockquote data-quote="Suskeyhose" data-source="post: 9058834" data-attributes="member: 6840540"><p>Not really meaning to necropost here, but our group has managed to try: 5e for two campaigns in prebuilt adventures, one campaign in PF2e using a prebuilt adventure, two homebrew campaigns in PF2e, all five of those with the same GM, each has run for approximately a year. Second player who GMs has run a Savage Worlds game with a my hero academia-inspired homebrew setting using supers rules, and is now running a PF1e homebrew mythic campaign. He GMs less often, only running for half a year so far on both games. Both of those GMs run once a week, one runs saturdays, the other runs sundays. About half of both groups go to both games, and half of each is only active in one game.</p><p>I give the first GM one day off each month by running no-prep dungeons using WOiN RPG on the first saturday of the month, using tools from Dungeon World to run the adventures no-prep. This group has also shown interest in playing Ars Magica, run by me, which will be starting after a while.</p><p></p><p>I've found the most effective way to get a group together with a new system in our group is to simply say "I'm running X, who wants to play?" and we are able to get a good group together. Each migration to a new system we've lost a player or two, but the friend group brings in more people as friends of friends, and the size of the group has kept pretty constant. The Saturday games have about 6 players and a GM, and the Sunday games have 8 players and a GM.</p><p></p><p>I know for some groups this wouldn't be much of an option, not everybody has a big enough social circle to keep bringing people in, but it works for our group, and I think that it might work for more than you'd expect. We've gotten a number of people who never did RPGs before into the games we play this way.</p></blockquote><p></p>
[QUOTE="Suskeyhose, post: 9058834, member: 6840540"] Not really meaning to necropost here, but our group has managed to try: 5e for two campaigns in prebuilt adventures, one campaign in PF2e using a prebuilt adventure, two homebrew campaigns in PF2e, all five of those with the same GM, each has run for approximately a year. Second player who GMs has run a Savage Worlds game with a my hero academia-inspired homebrew setting using supers rules, and is now running a PF1e homebrew mythic campaign. He GMs less often, only running for half a year so far on both games. Both of those GMs run once a week, one runs saturdays, the other runs sundays. About half of both groups go to both games, and half of each is only active in one game. I give the first GM one day off each month by running no-prep dungeons using WOiN RPG on the first saturday of the month, using tools from Dungeon World to run the adventures no-prep. This group has also shown interest in playing Ars Magica, run by me, which will be starting after a while. I've found the most effective way to get a group together with a new system in our group is to simply say "I'm running X, who wants to play?" and we are able to get a good group together. Each migration to a new system we've lost a player or two, but the friend group brings in more people as friends of friends, and the size of the group has kept pretty constant. The Saturday games have about 6 players and a GM, and the Sunday games have 8 players and a GM. I know for some groups this wouldn't be much of an option, not everybody has a big enough social circle to keep bringing people in, but it works for our group, and I think that it might work for more than you'd expect. We've gotten a number of people who never did RPGs before into the games we play this way. [/QUOTE]
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