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I'm bored with it all.
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<blockquote data-quote="Jack7" data-source="post: 4605025" data-attributes="member: 54707"><p>When a particular method of approach becomes boring either to me or my players, then I simply find out what they like in real life (assuming I don't already know), what interests them in real life, and then write that into gaming scenarios.</p><p></p><p>Yes, role playing is very important, but so is storyline. As a matter of fact the best character role-play most usually occurs during the best plotted adventures.</p><p></p><p>And if the subject matter of the storyline construction is designed around already intrinsic personal interest(s) then the response to a plot, and the response to combat revolving around such a plot is very much more interesting and very much more intense than simply, "go here, fight orcs, get treasure."</p><p></p><p>Yes, another type of game may help but if that game also does not generate storylines and plots of interest to both the players and yourself then that will not really be an improvement, it will just be a different version of the same thing.</p><p></p><p>You'll find what really interests your players in what most interests them about real life.</p><p></p><p>Then write scenarios and adventures to reflect those interests.</p><p>Maybe during a break from running the game, you practice plotting and designing based on player and personal interests.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4605025, member: 54707"] When a particular method of approach becomes boring either to me or my players, then I simply find out what they like in real life (assuming I don't already know), what interests them in real life, and then write that into gaming scenarios. Yes, role playing is very important, but so is storyline. As a matter of fact the best character role-play most usually occurs during the best plotted adventures. And if the subject matter of the storyline construction is designed around already intrinsic personal interest(s) then the response to a plot, and the response to combat revolving around such a plot is very much more interesting and very much more intense than simply, "go here, fight orcs, get treasure." Yes, another type of game may help but if that game also does not generate storylines and plots of interest to both the players and yourself then that will not really be an improvement, it will just be a different version of the same thing. You'll find what really interests your players in what most interests them about real life. Then write scenarios and adventures to reflect those interests. Maybe during a break from running the game, you practice plotting and designing based on player and personal interests. Good luck. [/QUOTE]
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