Jared Rascher
Explorer
I need to grow a set.
I posted here a few weeks ago about how I was getting burned out by running my Pathfinder game, and I wanted to step back and run something like Savage Worlds, and that if someone in the group wanted to keep going with Pathfinder, I'd step down as GM.
I told my group, I got a few "I'm okay with that" comments, nothing from two of my players, and one that volunteered to run Pathfinder in August.
I did make the mistake of saying that I'd finish the adventure path, and I don't want to go back on my word. But looking at the next adventure, I can barely bring myself to start prepping the adventure.
For one thing, one of the things I hate are pointless time wasting encounters that have zero chance of doing anything to the party. The next adventure has several encounters right off the bat that are several CR below the party as written.
On top of that, I've got a paladin that can pretty much destroy any undead or outsider that comes up in a few rounds of combat now that he gets multiple attacks. He's also nearly impossible to hit when he smites, and not too easy to hit when he doesn't.
I've got a bard that throws out immediate actions every other round.
I've got an oracle that can commune every day. Every day.
And then I've got the rest of the party that isn't a problem but looks like they are playing second fiddle to the other three.
I want to keep GMing. I want to get as far away from Pathfinder/3.5/d20 as I can for a while. I'm just burned out. But I told them I would finish this AP, and that would give the one player that wants to GM time to do so, so that I don't make 50% of my group upset with me decision.
I could rebuild the encounters, but I really don't have the desire to rewrite half of an adventure. I don't mind adding things and personalizing things, but I really don't want to feel like I have to "fix" an adventure I'm running.
I could also look very closely at the offending characters and rules, but I have always been a firm believer in not changing rules mid term in a campaign, unless it's to open up options.
But I just hit my breaking point when I get an e-mail about followers and four about treasure and crafting/upgrading magic items. Hell, the first half of this next adventure is going to be a cakewalk as it is without any more magic items on their side.
I want to keep my promise, but I'm not sure I honestly can. I want to keep GMing, but I'm afraid that if I bug out now, I'll loose the trust of at least half of the group.
Nothing to see here, I just needed to vent a bit. I'll figure it out, eventually.
I posted here a few weeks ago about how I was getting burned out by running my Pathfinder game, and I wanted to step back and run something like Savage Worlds, and that if someone in the group wanted to keep going with Pathfinder, I'd step down as GM.
I told my group, I got a few "I'm okay with that" comments, nothing from two of my players, and one that volunteered to run Pathfinder in August.
I did make the mistake of saying that I'd finish the adventure path, and I don't want to go back on my word. But looking at the next adventure, I can barely bring myself to start prepping the adventure.
For one thing, one of the things I hate are pointless time wasting encounters that have zero chance of doing anything to the party. The next adventure has several encounters right off the bat that are several CR below the party as written.
On top of that, I've got a paladin that can pretty much destroy any undead or outsider that comes up in a few rounds of combat now that he gets multiple attacks. He's also nearly impossible to hit when he smites, and not too easy to hit when he doesn't.
I've got a bard that throws out immediate actions every other round.
I've got an oracle that can commune every day. Every day.
And then I've got the rest of the party that isn't a problem but looks like they are playing second fiddle to the other three.
I want to keep GMing. I want to get as far away from Pathfinder/3.5/d20 as I can for a while. I'm just burned out. But I told them I would finish this AP, and that would give the one player that wants to GM time to do so, so that I don't make 50% of my group upset with me decision.
I could rebuild the encounters, but I really don't have the desire to rewrite half of an adventure. I don't mind adding things and personalizing things, but I really don't want to feel like I have to "fix" an adventure I'm running.
I could also look very closely at the offending characters and rules, but I have always been a firm believer in not changing rules mid term in a campaign, unless it's to open up options.
But I just hit my breaking point when I get an e-mail about followers and four about treasure and crafting/upgrading magic items. Hell, the first half of this next adventure is going to be a cakewalk as it is without any more magic items on their side.
I want to keep my promise, but I'm not sure I honestly can. I want to keep GMing, but I'm afraid that if I bug out now, I'll loose the trust of at least half of the group.
Nothing to see here, I just needed to vent a bit. I'll figure it out, eventually.