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<blockquote data-quote="scourger" data-source="post: 5730171" data-attributes="member: 12328"><p>We had similar issues with our group in the past, and I wish we had them again. As it stands, only 3 of us now get together to play weekly, which turns out to be more like every other week or once a month after cancellations. And, we've switched to <strong>Savage Worlds</strong>, which is great overall. But, like I said, I wish I could turn back the clock 10 years to when we had about 8 players and were more focused on 3.0 D&D, warts and all. In retrospect, I would have taken greater pains to keep that group going because it was short-lived after all. Real life happens. </p><p></p><p>That said, you might want to give <strong>Savage Worlds</strong> a try. It is much, much easier to run and yet remains complex enough to be engaging to play. I don't have the "D&D hangover" after I run it, and the much easier mechanical preparation allows me to focus on the story more. For me, the shine is off the penny for any given game after about 3-6 months; so I need to let it lie a while and recharge while playing something else. <strong>Savage worlds</strong> allows that style of play more easily for us, although I really enjoyed several d20 games in non-fantasy genres (and would love to play some again). Perhaps you could try that, but you should be getting some of the same effect if you have rotating DMs. </p><p></p><p>More limited, episodic campaigns are easier to manage and accommodate fluctuating numbers of players more easily. An example would be a military campaign where the PCs get a new mission each week. Or a ship-based game where each week's adventure presents a mission away from the boat. Each episode can tie into a larger story, but there is a lot of room for one-off nightly adventures.</p><p></p><p>Our last gasp at 3.5 was a few years ago. After about a year of play, I was done. My character, cohort & familiar all died so there was nothing tethering me to the game; so I took a long break. I returned after about 6 months and took over another lapsed character. The game had dwindled from 5 players to 2. I missed one night and the other 2 players finally killed it. Turns out that the players who want to play something indefinitely are the hardest to please with the results. I hated the way it ended. The DM put forth a lot of time and effort, and it was his first DMing after about 25 years of playing. But, it probably went on too long. If we had taken a break between the 1st module and the 2nd, we might have made it to the 3rd. Now, we'll never know. </p><p></p><p>It's a fine balance, but I think it has to be struck. I agree with Robin Laws's advice: a game should have a beginning and an ending. </p><p></p><p>Hope you're able to find something that works for you & yours.</p></blockquote><p></p>
[QUOTE="scourger, post: 5730171, member: 12328"] We had similar issues with our group in the past, and I wish we had them again. As it stands, only 3 of us now get together to play weekly, which turns out to be more like every other week or once a month after cancellations. And, we've switched to [B]Savage Worlds[/B], which is great overall. But, like I said, I wish I could turn back the clock 10 years to when we had about 8 players and were more focused on 3.0 D&D, warts and all. In retrospect, I would have taken greater pains to keep that group going because it was short-lived after all. Real life happens. That said, you might want to give [B]Savage Worlds[/B] a try. It is much, much easier to run and yet remains complex enough to be engaging to play. I don't have the "D&D hangover" after I run it, and the much easier mechanical preparation allows me to focus on the story more. For me, the shine is off the penny for any given game after about 3-6 months; so I need to let it lie a while and recharge while playing something else. [B]Savage worlds[/B] allows that style of play more easily for us, although I really enjoyed several d20 games in non-fantasy genres (and would love to play some again). Perhaps you could try that, but you should be getting some of the same effect if you have rotating DMs. More limited, episodic campaigns are easier to manage and accommodate fluctuating numbers of players more easily. An example would be a military campaign where the PCs get a new mission each week. Or a ship-based game where each week's adventure presents a mission away from the boat. Each episode can tie into a larger story, but there is a lot of room for one-off nightly adventures. Our last gasp at 3.5 was a few years ago. After about a year of play, I was done. My character, cohort & familiar all died so there was nothing tethering me to the game; so I took a long break. I returned after about 6 months and took over another lapsed character. The game had dwindled from 5 players to 2. I missed one night and the other 2 players finally killed it. Turns out that the players who want to play something indefinitely are the hardest to please with the results. I hated the way it ended. The DM put forth a lot of time and effort, and it was his first DMing after about 25 years of playing. But, it probably went on too long. If we had taken a break between the 1st module and the 2nd, we might have made it to the 3rd. Now, we'll never know. It's a fine balance, but I think it has to be struck. I agree with Robin Laws's advice: a game should have a beginning and an ending. Hope you're able to find something that works for you & yours. [/QUOTE]
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