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The Neverending Cycle of Player Turnaround
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<blockquote data-quote="Lancelot" data-source="post: 5521385" data-attributes="member: 30022"><p>I've been running the same "campaign world" since the beginning of BECMI D&D, 20+ years ago. Time passes in the campaign world; some 200 years of it. Adventures that our group was playing 20 years ago (real-time) are now either barely remembered by the general populace, or have passed into legend. When a player rolls up a new PC, it might be the son... or grandson... or great grandson... of one of their original characters. Or it could be one of their previous characters, returned from the grave (undead, resurrected, called back by the gods to face "one last challenge"...).</p><p></p><p>So, that's not exactly what you're facing here. If I understand correctly, it's been the <strong>same campaign</strong> for some 6+ years. Not just the same overall story-line and campaign setting, but the same characters, at the same levels (mid-level).</p><p></p><p>If that's correct, how about making some changes to accommodate new players, while still providing a hook for long-termers? I can't imagine playing the same PC for 6+ years of real-time. At that point, you've seen what your powers can do a hundred times over. You have no experience of other PC types or roleplaying experiences. Your PC has become basically your alter-ego or avatar; you've been attached to it longer than most marriages last. I can respect that it's very difficult for new players to come into that situation and feel like they can easily fit in. </p><p></p><p>So, my advice is: fresh break. New PCs, at 1st level. Do it at least once every couple years. But, here's the kicker: it doesn't have to be a new campaign. You don't have to throw away your setting, and your theme, and all the rich history you've built up. </p><p></p><ul> <li data-xf-list-type="ul">Advance the timeline, and make the new PCs the children of some of the original characters (for existing players) or fresh new concepts (for newer players)</li> <li data-xf-list-type="ul">Adapt the game and the setting to suit new players. If you're trying to keep the same theme and "mold" new players to fit in, chances are that you're growing stale as a DM. I don't mean that as a negative comment to imply that you're failing to provide your players with a good time, but I'm suggesting that a DM that stays locked into the same style for a long period is more prone to the sorts of frustration you're expressing. Sometimes, you need to get a little crazy to keep YOU (the DM) fresh and interested. Do something radical with your campaign world (war between states! tarrasques! robot invasion from outer space! the sun goes supernova, the planet splits open, and a 100' wall of magma rushes towards the party!) and see where it takes you.</li> <li data-xf-list-type="ul">Try a different rule system for a while. It might even be the same campaign - just different rules. How about the group goes through a magical looking glass and finds themselves in a world where they become 4e (or 1e!) versions of themselves. Or Warhammer versions. Or, hell, Exalted versions of themselves. It doesn't really matter what you use. The idea is to shake up the rules expectations of the older players (new experience, which keeps things fresh), and give newer players the chance to come in at the same level. Everyone gets to start "fresh", even if they're playing the same PCs as 6 years ago. And they can always go back through the magical looking glass and become 3.5e versions again when they want to.</li> <li data-xf-list-type="ul">Become a player, and get someone else to DM - for at least a while. And again, it might even be the same campaign. See what someone else does with the same themes and setting.</li> </ul><p>Also, check with your existing players to see how they feel about the concept of a <strong>completely </strong>new campaign. Ask them if they'd be interested in playing Oriental Adventures, or Planescape, or something radically different for a change. Even though I'm deeply attached to my own campaign world, I feel compelled to offer something different every couple years to make sure that my group is kept "fresh".</p></blockquote><p></p>
[QUOTE="Lancelot, post: 5521385, member: 30022"] I've been running the same "campaign world" since the beginning of BECMI D&D, 20+ years ago. Time passes in the campaign world; some 200 years of it. Adventures that our group was playing 20 years ago (real-time) are now either barely remembered by the general populace, or have passed into legend. When a player rolls up a new PC, it might be the son... or grandson... or great grandson... of one of their original characters. Or it could be one of their previous characters, returned from the grave (undead, resurrected, called back by the gods to face "one last challenge"...). So, that's not exactly what you're facing here. If I understand correctly, it's been the [B]same campaign[/B] for some 6+ years. Not just the same overall story-line and campaign setting, but the same characters, at the same levels (mid-level). If that's correct, how about making some changes to accommodate new players, while still providing a hook for long-termers? I can't imagine playing the same PC for 6+ years of real-time. At that point, you've seen what your powers can do a hundred times over. You have no experience of other PC types or roleplaying experiences. Your PC has become basically your alter-ego or avatar; you've been attached to it longer than most marriages last. I can respect that it's very difficult for new players to come into that situation and feel like they can easily fit in. So, my advice is: fresh break. New PCs, at 1st level. Do it at least once every couple years. But, here's the kicker: it doesn't have to be a new campaign. You don't have to throw away your setting, and your theme, and all the rich history you've built up. [LIST] [*]Advance the timeline, and make the new PCs the children of some of the original characters (for existing players) or fresh new concepts (for newer players) [*]Adapt the game and the setting to suit new players. If you're trying to keep the same theme and "mold" new players to fit in, chances are that you're growing stale as a DM. I don't mean that as a negative comment to imply that you're failing to provide your players with a good time, but I'm suggesting that a DM that stays locked into the same style for a long period is more prone to the sorts of frustration you're expressing. Sometimes, you need to get a little crazy to keep YOU (the DM) fresh and interested. Do something radical with your campaign world (war between states! tarrasques! robot invasion from outer space! the sun goes supernova, the planet splits open, and a 100' wall of magma rushes towards the party!) and see where it takes you. [*]Try a different rule system for a while. It might even be the same campaign - just different rules. How about the group goes through a magical looking glass and finds themselves in a world where they become 4e (or 1e!) versions of themselves. Or Warhammer versions. Or, hell, Exalted versions of themselves. It doesn't really matter what you use. The idea is to shake up the rules expectations of the older players (new experience, which keeps things fresh), and give newer players the chance to come in at the same level. Everyone gets to start "fresh", even if they're playing the same PCs as 6 years ago. And they can always go back through the magical looking glass and become 3.5e versions again when they want to. [*]Become a player, and get someone else to DM - for at least a while. And again, it might even be the same campaign. See what someone else does with the same themes and setting. [/LIST] Also, check with your existing players to see how they feel about the concept of a [B]completely [/B]new campaign. Ask them if they'd be interested in playing Oriental Adventures, or Planescape, or something radically different for a change. Even though I'm deeply attached to my own campaign world, I feel compelled to offer something different every couple years to make sure that my group is kept "fresh". [/QUOTE]
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