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How to deal with GM burn-out?
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<blockquote data-quote="jcayer" data-source="post: 6236711" data-attributes="member: 76960"><p>There have been several comments to give Savage Worlds a try. After running a 4e group up to epic and taking a tour of it(quick level ups, etc, just to try it), I was burned out as well. One night I got them to try The Great Hunt. It's a free Savage World adventure with horror tones...Something totally different for my group. They quickly got the hang of it and it's been a couple years now. It's a fairly simple, rules light system that you can improvise to the point of sometimes my prep for a 3-4 hour session is 3 bullet points and a couple monster stats. Yup, that simple. The number of genres it supports is silly large. The core rule book is $10. My only other comment is don't try fantasy as a first couple of sessions. It runs differently than D&D. </p><p></p><p>If they are very resistant to change, you are getting a nice break soon, but have you considered pausing the game and playing some board games on game night? Settlers of Catan is a load of fun. And Wizards put out several D&D themed games. You might want to give those a look. Much less prep, but still fantasy. Enjoy everyone's company. My group realized a few years ago, that the game doesn't matter nearly as much as getting together and hanging out.</p><p></p><p>Let your players know how you feel. When I mentioned it to my group, one of the guys dug up some old superhero game and a 3 night mini-campaign became 3 months and really let me enjoy being a player for a change. It also opened my horizons to being more flexible and made me a better DM.</p></blockquote><p></p>
[QUOTE="jcayer, post: 6236711, member: 76960"] There have been several comments to give Savage Worlds a try. After running a 4e group up to epic and taking a tour of it(quick level ups, etc, just to try it), I was burned out as well. One night I got them to try The Great Hunt. It's a free Savage World adventure with horror tones...Something totally different for my group. They quickly got the hang of it and it's been a couple years now. It's a fairly simple, rules light system that you can improvise to the point of sometimes my prep for a 3-4 hour session is 3 bullet points and a couple monster stats. Yup, that simple. The number of genres it supports is silly large. The core rule book is $10. My only other comment is don't try fantasy as a first couple of sessions. It runs differently than D&D. If they are very resistant to change, you are getting a nice break soon, but have you considered pausing the game and playing some board games on game night? Settlers of Catan is a load of fun. And Wizards put out several D&D themed games. You might want to give those a look. Much less prep, but still fantasy. Enjoy everyone's company. My group realized a few years ago, that the game doesn't matter nearly as much as getting together and hanging out. Let your players know how you feel. When I mentioned it to my group, one of the guys dug up some old superhero game and a 3 night mini-campaign became 3 months and really let me enjoy being a player for a change. It also opened my horizons to being more flexible and made me a better DM. [/QUOTE]
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