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Keeping interest in DMing a game
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<blockquote data-quote="Jupp" data-source="post: 4151111" data-attributes="member: 20804"><p>First I would be on the lookout for another rules system that does not put that much pressure on you. Go rules-light and instead of using mechanics for the resolution of a situation just use narration with the occasional throw of the dice in it. It is always better to be able to concentrate on the story rather than the rules, especially for a DM that might feel overwhelmed by too many rules at hand.</p><p></p><p>I made a similar, IMO, mistake in that I wanted to create that huge, epic and long super campaign and put the players on its tracks. First off, tracks in RPGs are there to be left by the players at the first possible, and worst, moment. So instead just build the framework, the world with plots and hooks all over the place. But do not prepare too much ahead. Wait and see where the players are going and then expand the little plot dots into stories where needed. Sometimes the players will walk up to a dot but will find it not interesting enough, so they just move on. But once you see that the get interested in a certain dot you can start to let your creative juices flow freely and make an adventure out of it. Whether you use an existing module there with your own changes or you create you own adventure is up to you. </p><p></p><p>In general I prefer that the players write their own path and that the DM just follows them closely while watching, listening and feeling about what they want to do next. Then the DM jumps in and presents them an oportunity to adventure. </p><p></p><p>While this approach means much less preparation for you it also meens more excitement for the players and you because both of you never really know what comes next <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Just my 2 cents</p></blockquote><p></p>
[QUOTE="Jupp, post: 4151111, member: 20804"] First I would be on the lookout for another rules system that does not put that much pressure on you. Go rules-light and instead of using mechanics for the resolution of a situation just use narration with the occasional throw of the dice in it. It is always better to be able to concentrate on the story rather than the rules, especially for a DM that might feel overwhelmed by too many rules at hand. I made a similar, IMO, mistake in that I wanted to create that huge, epic and long super campaign and put the players on its tracks. First off, tracks in RPGs are there to be left by the players at the first possible, and worst, moment. So instead just build the framework, the world with plots and hooks all over the place. But do not prepare too much ahead. Wait and see where the players are going and then expand the little plot dots into stories where needed. Sometimes the players will walk up to a dot but will find it not interesting enough, so they just move on. But once you see that the get interested in a certain dot you can start to let your creative juices flow freely and make an adventure out of it. Whether you use an existing module there with your own changes or you create you own adventure is up to you. In general I prefer that the players write their own path and that the DM just follows them closely while watching, listening and feeling about what they want to do next. Then the DM jumps in and presents them an oportunity to adventure. While this approach means much less preparation for you it also meens more excitement for the players and you because both of you never really know what comes next :) Just my 2 cents [/QUOTE]
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