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"I'm glad to be back playing D&D."
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<blockquote data-quote="Clint_L" data-source="post: 9269243" data-attributes="member: 7035894"><p>My unasked for advice is: don't take it personally.</p><p></p><p>Most of us on this forum are not just GMs, we're GMs who are into it enough to, well, invest time in a forum like this. We're hardcore. So for most of us, trying different rules systems and so on is fun and interesting. Whereas a lot of players enjoy getting together and playing the game, but most RPGs are really complex, and from their perspective the challenge of trying new rules systems isn't worth it, because the basic thing they want to do - get together and hang out while role-playing - isn't necessarily improved much. To the contrary, it's probably worse, because now they are having to think about new rules while trying to RP.</p><p></p><p>D&D 5e is an extremely complicated game. I know that a lot of folks here will disagree, but that's only because we are A) the kind of people who enjoy learning really complicated games, and B) are comparing it to even more complicated games...like D&D 3e. Most of my players just don't <em>want</em> to learn another complicated game to get back to what is essentially the same experience. Whenever I talk them into trying something, like my short Call of Cthulhu campaign last summer, it only happens because I basically walk them through it as we go. And then they are relieved to be back to D&D.</p><p></p><p>My solution has been to occasionally change it up with RPGs that are extremely rules lite, not as campaigns but as one-off games. <em>Dread</em>, <em>Fiasco</em>, and <em>12 Candles</em> can be learned and played in one evening, so they scratch my itch for something new, especially in terms of setting, tone, and pacing, while not turning off the players with another 300 page rule book.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9269243, member: 7035894"] My unasked for advice is: don't take it personally. Most of us on this forum are not just GMs, we're GMs who are into it enough to, well, invest time in a forum like this. We're hardcore. So for most of us, trying different rules systems and so on is fun and interesting. Whereas a lot of players enjoy getting together and playing the game, but most RPGs are really complex, and from their perspective the challenge of trying new rules systems isn't worth it, because the basic thing they want to do - get together and hang out while role-playing - isn't necessarily improved much. To the contrary, it's probably worse, because now they are having to think about new rules while trying to RP. D&D 5e is an extremely complicated game. I know that a lot of folks here will disagree, but that's only because we are A) the kind of people who enjoy learning really complicated games, and B) are comparing it to even more complicated games...like D&D 3e. Most of my players just don't [I]want[/I] to learn another complicated game to get back to what is essentially the same experience. Whenever I talk them into trying something, like my short Call of Cthulhu campaign last summer, it only happens because I basically walk them through it as we go. And then they are relieved to be back to D&D. My solution has been to occasionally change it up with RPGs that are extremely rules lite, not as campaigns but as one-off games. [I]Dread[/I], [I]Fiasco[/I], and [I]12 Candles[/I] can be learned and played in one evening, so they scratch my itch for something new, especially in terms of setting, tone, and pacing, while not turning off the players with another 300 page rule book. [/QUOTE]
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