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I'm burning out, again....
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<blockquote data-quote="Jdvn1" data-source="post: 3489298" data-attributes="member: 26424"><p>I know what you mean.</p><p>I'm basically going to echo what some other people said...</p><p></p><p>I'd suggest running a few modules. Not longer campaigns/adventure paths, just something to break up the normal pace of the game. If the party chooses to go in a different direction, run with it. One module is easier to toss than a whole AP if you need to.</p><p></p><p>I've been thinking a bit about what makes the game fun. Players often don't care about huge, ornate plots. House rules, I'm pretty sure, don't make the game more fun either. I don't think rules, in general, really add or detract much from the fun of a game.</p><p></p><p>Don't get me wrong, I love interesting, original plots. And, I think there are some really cool house rules. I'd definitely go along with both of those things. But the most fun part of D&D, for me, is hanging out with people and playing a game.</p><p></p><p>My players, though, are also all newbies. They only have a basic understanding of what it means to roll a d20 and when to do it. They don't really appreciate the mechanics, and only might have fun with a big story if they were a more effective party.</p><p></p><p>So I decided to run a 1st level newbie module. You know how players that are too attached to their characters don't deal with character deaths very well? Same with GMs and the game as a whole. Running a module, though, I don't have that problem. I'm taking the game very laid-back. The players can go where ever they want, and do whatever they want, as long as we're within the rules. Since there are no house rules, the RAW become a mutually agreed-upon document. So, we haven't run into any rules arguments that couldn't be easily adjudicated--though, low levels are easier to adjudicate anyway. If the players come up with something creative that the rules don't really cover, I allow it. Since the players are creative, the module doesn't feel rail-roaded at all, either. I'm essentially just playing the role of a referee, and take the place of NPCs.</p><p></p><p>In my opinion, that's your best option. Your other option is to find new players. Essentially, fit your game for the players or fit your players to the game. This isn't a bad option, either. Either run two games (one with your friends, one without) or tell your friends that you need a different sort of game. If they're friends, they'll hopefully understand.</p><p></p><p>Either way, you need to have fun. If you try out the new group and aren't having fun there either, drop it. If your don't like your game without house rules, drop it. Hopefully, though, there's a happy medium.</p></blockquote><p></p>
[QUOTE="Jdvn1, post: 3489298, member: 26424"] I know what you mean. I'm basically going to echo what some other people said... I'd suggest running a few modules. Not longer campaigns/adventure paths, just something to break up the normal pace of the game. If the party chooses to go in a different direction, run with it. One module is easier to toss than a whole AP if you need to. I've been thinking a bit about what makes the game fun. Players often don't care about huge, ornate plots. House rules, I'm pretty sure, don't make the game more fun either. I don't think rules, in general, really add or detract much from the fun of a game. Don't get me wrong, I love interesting, original plots. And, I think there are some really cool house rules. I'd definitely go along with both of those things. But the most fun part of D&D, for me, is hanging out with people and playing a game. My players, though, are also all newbies. They only have a basic understanding of what it means to roll a d20 and when to do it. They don't really appreciate the mechanics, and only might have fun with a big story if they were a more effective party. So I decided to run a 1st level newbie module. You know how players that are too attached to their characters don't deal with character deaths very well? Same with GMs and the game as a whole. Running a module, though, I don't have that problem. I'm taking the game very laid-back. The players can go where ever they want, and do whatever they want, as long as we're within the rules. Since there are no house rules, the RAW become a mutually agreed-upon document. So, we haven't run into any rules arguments that couldn't be easily adjudicated--though, low levels are easier to adjudicate anyway. If the players come up with something creative that the rules don't really cover, I allow it. Since the players are creative, the module doesn't feel rail-roaded at all, either. I'm essentially just playing the role of a referee, and take the place of NPCs. In my opinion, that's your best option. Your other option is to find new players. Essentially, fit your game for the players or fit your players to the game. This isn't a bad option, either. Either run two games (one with your friends, one without) or tell your friends that you need a different sort of game. If they're friends, they'll hopefully understand. Either way, you need to have fun. If you try out the new group and aren't having fun there either, drop it. If your don't like your game without house rules, drop it. Hopefully, though, there's a happy medium. [/QUOTE]
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