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<blockquote data-quote="Rel" data-source="post: 5299543" data-attributes="member: 99"><p>Rather than trying to get the group to drop their current brand of D&D wholesale, maybe shoot for a one-shot departure into Rules-Lite Land. To that end, let me pimp my latest passion: <a href="http://www.oldschoolhack.net/" target="_blank">Old School Hack</a></p><p></p><p>It is ENWorlder Kiznit's remake of another retro-clone called Red Box Hack. He ran this for us a couple times at GenCon and it was the highlight of the Con for me. It's still under development but has plenty of structure (and gorgeous layout) to run the game as is.</p><p></p><p>What I love about it is that it is choc full of that oft talked about "Sense of Wonder". It has rules that are fairly simple. But those rules (especially the combat rules) interact in ways that are really interesting and complex (without being cumbersome). And it has loads of narrative potential.</p><p></p><p>Just as a quick example, Old School Hack has categories of weapons. Light, Heavy, Reach, etc. But it doesn't even try to describe every individual weapon. The player gets to decide what his weapon is within the category he chooses. Hypersmurf's Reach weapon in one of the GenCon games was a "flaming, barbed wire whip". How cool is that?</p><p></p><p>Anyway, I hear ya. It kind of stinks when your playstyle preferences differ from the group as a whole. It may be that you can't move them away from their preference and, after a certain point, it's not really fair to try. Sometimes you just have to concede that you're a little burned out on the current fare and sit out for a campaign or two to recharge your batteries. If, in the meantime, you can get them to try out some other stuff on a one-shot basis then that's at least a way to keep your hand in.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Rel, post: 5299543, member: 99"] Rather than trying to get the group to drop their current brand of D&D wholesale, maybe shoot for a one-shot departure into Rules-Lite Land. To that end, let me pimp my latest passion: [URL="http://www.oldschoolhack.net/"]Old School Hack[/URL] It is ENWorlder Kiznit's remake of another retro-clone called Red Box Hack. He ran this for us a couple times at GenCon and it was the highlight of the Con for me. It's still under development but has plenty of structure (and gorgeous layout) to run the game as is. What I love about it is that it is choc full of that oft talked about "Sense of Wonder". It has rules that are fairly simple. But those rules (especially the combat rules) interact in ways that are really interesting and complex (without being cumbersome). And it has loads of narrative potential. Just as a quick example, Old School Hack has categories of weapons. Light, Heavy, Reach, etc. But it doesn't even try to describe every individual weapon. The player gets to decide what his weapon is within the category he chooses. Hypersmurf's Reach weapon in one of the GenCon games was a "flaming, barbed wire whip". How cool is that? Anyway, I hear ya. It kind of stinks when your playstyle preferences differ from the group as a whole. It may be that you can't move them away from their preference and, after a certain point, it's not really fair to try. Sometimes you just have to concede that you're a little burned out on the current fare and sit out for a campaign or two to recharge your batteries. If, in the meantime, you can get them to try out some other stuff on a one-shot basis then that's at least a way to keep your hand in. Good luck! [/QUOTE]
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