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(LONG)-Getting back to basics, role-playing?
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<blockquote data-quote="buzz" data-source="post: 3057093" data-attributes="member: 6777"><p>A-f'ing-men. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p></p><p>You maybe need to find a new group, then. All of the games mentioned so far (except maybe Risus) lay the majority of prep work on the GM's shoulders. That doesn't mean players should be sitting around waiting to be entertained. If you're really doing 95% of the work at the game table, you're either railroading the bejeebus out of your players, or your players are asleep.</p><p></p><p></p><p>If you want less minis-combat action, play a system that doesn't focus on minis-combat action, and find some players who are interested in a game that doesn't focus on minis/combat action. System-wise, my personal recommendation would be <em>Burning Wheel</em>.</p><p></p><p>Another suggestion I would make is: if what you're after is story, write a novel. </p><p></p><p>If, otoh, you want players to contribute to the game and drive action, avoid story like the plague. Story comes out <em>as a result</em> of play. If you're forcing a plot on your players, you're going to get nothing but players interested in combat. Why? Because it becomes the only part of the game where they probably feel they have any input. You see this in any game where the GM has a heavy hand and is forcing action to an inevitable outcome.</p><p></p><p>That said, your players may also simply enjoy combat more than other aspects. And D&D 3.5 is a great tool for running tactical, combat-heavy games.</p><p></p><p>Basically, my advice is this: we're not the people you should be talking to. Get your group together and talk about what kind of play you want. If they're not interested in what you are, you need to find a new group.</p></blockquote><p></p>
[QUOTE="buzz, post: 3057093, member: 6777"] A-f'ing-men. :cool: You maybe need to find a new group, then. All of the games mentioned so far (except maybe Risus) lay the majority of prep work on the GM's shoulders. That doesn't mean players should be sitting around waiting to be entertained. If you're really doing 95% of the work at the game table, you're either railroading the bejeebus out of your players, or your players are asleep. If you want less minis-combat action, play a system that doesn't focus on minis-combat action, and find some players who are interested in a game that doesn't focus on minis/combat action. System-wise, my personal recommendation would be [i]Burning Wheel[/i]. Another suggestion I would make is: if what you're after is story, write a novel. If, otoh, you want players to contribute to the game and drive action, avoid story like the plague. Story comes out [i]as a result[/i] of play. If you're forcing a plot on your players, you're going to get nothing but players interested in combat. Why? Because it becomes the only part of the game where they probably feel they have any input. You see this in any game where the GM has a heavy hand and is forcing action to an inevitable outcome. That said, your players may also simply enjoy combat more than other aspects. And D&D 3.5 is a great tool for running tactical, combat-heavy games. Basically, my advice is this: we're not the people you should be talking to. Get your group together and talk about what kind of play you want. If they're not interested in what you are, you need to find a new group. [/QUOTE]
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