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Switching Around Systems Due to Burnout?
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<blockquote data-quote="Jacob Lewis" data-source="post: 8512526" data-attributes="member: 6667921"><p>One of the challenges of <em>any </em>RPG system is finding people to commit and play with you. Part of that has to do where you live. If you happen to be in or around a large city, or a community with a strong base of roleplayers and gamers, you'll have a better shot of finding people who are willing and adventurous enough to try something new with you. Smaller and remote places, and areas where gaming isn't the social norm, will limit your options.</p><p></p><p>Getting around those logistics, however, doesn't make it any easier. Learning a new system can take time, effort, and money. Most players when they decide to commit to a particular game don't want to just play it. They want to be <em>good</em> at it, or at the very least, comfortably proficient. D&D is the comfortable old shoe that nobody wants to throw out before they've thoroughly worn through it. And when they do buy a new shoe, they replace it with the same exact one. Why? Because they like how it feels, and they trust it.</p><p></p><p>As an example, I was very fortunate to find a group of friends who are die-hard Star Wars fans when I wanted to run an Edge of the Empire game. They were already familiar with the system, and we had a GREAT campaign going for about 6 months playing every other week. I ran used Beyond the Rim and blended in some other modules, as well as some made up stuff. We were halfway through when I decided to call for a break, anticipating to get back to it in about a month or two. But then the pandemic hit, and I just haven't gotten back to playing in public since.</p><p></p><p>During that time, however, I ran the introductory game several times for different people, including twice at the local PAX convention. Players were generally receptive, picked up on the mechanics easily, but they couldn't seem to get into it. I know it took me a while to get a grasp on the idea of an RPG that didn't play like D&D, but that turned out to be the real key. It isn't anything like D&D, or other similar RPGs. There's no levels, no piles of treasure to claim, no defined class templates, no expectations to kill everything in sight, etc. It was so different because it actually was different kind of game. And you don't get to see what makes it so great if you decide in one practice session whether you're going to give it a real try or not.</p><p></p><p>I don't know if I really answered your question, but maybe...?</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 8512526, member: 6667921"] One of the challenges of [I]any [/I]RPG system is finding people to commit and play with you. Part of that has to do where you live. If you happen to be in or around a large city, or a community with a strong base of roleplayers and gamers, you'll have a better shot of finding people who are willing and adventurous enough to try something new with you. Smaller and remote places, and areas where gaming isn't the social norm, will limit your options. Getting around those logistics, however, doesn't make it any easier. Learning a new system can take time, effort, and money. Most players when they decide to commit to a particular game don't want to just play it. They want to be [I]good[/I] at it, or at the very least, comfortably proficient. D&D is the comfortable old shoe that nobody wants to throw out before they've thoroughly worn through it. And when they do buy a new shoe, they replace it with the same exact one. Why? Because they like how it feels, and they trust it. As an example, I was very fortunate to find a group of friends who are die-hard Star Wars fans when I wanted to run an Edge of the Empire game. They were already familiar with the system, and we had a GREAT campaign going for about 6 months playing every other week. I ran used Beyond the Rim and blended in some other modules, as well as some made up stuff. We were halfway through when I decided to call for a break, anticipating to get back to it in about a month or two. But then the pandemic hit, and I just haven't gotten back to playing in public since. During that time, however, I ran the introductory game several times for different people, including twice at the local PAX convention. Players were generally receptive, picked up on the mechanics easily, but they couldn't seem to get into it. I know it took me a while to get a grasp on the idea of an RPG that didn't play like D&D, but that turned out to be the real key. It isn't anything like D&D, or other similar RPGs. There's no levels, no piles of treasure to claim, no defined class templates, no expectations to kill everything in sight, etc. It was so different because it actually was different kind of game. And you don't get to see what makes it so great if you decide in one practice session whether you're going to give it a real try or not. I don't know if I really answered your question, but maybe...? [/QUOTE]
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