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The older i get the less I need.
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<blockquote data-quote="Reynard" data-source="post: 9520818" data-attributes="member: 467"><p>This is a real world issue for me because I run at least 2 mini con-campaigns at conventions every year. I decide on a premise first, usually, and then choose a game to run that premise. It will be 3 or 4 sessions with the game, exploring that premise, usually with substantially the same players for those 3 or 4 sessions.</p><p></p><p>As it relates to the choosing a game part, I have felt a shift over the years. I used to waffle between something I wanted to try, and something I figured would get folks in chairs. That often meant 5E or some variant, or a game that was a better fit but not as likely to have the pull I felt I needed. Since I run these games at the same couple cons, though, the worry about filling seats has gone away. people know me and the types of games I run and it has been relatively easy to get a full table, often witht he saem players filling every seat of every session of the con-campaign. It isn't always the same players year, butt hey come from the same pool of a couple dozen players usually.</p><p></p><p>What this did is free me from worrying about game popularity when choosing what to run, and in turn it meant I could just drop 5E from the running. hence my list of the 3 games I do tend to run. But, there are still some games I want to try. My February Total con multi-generational space opera is going to use Stars Without Number because I think it is really great but I have never had a chance to run it for more than a one shot.</p><p></p><p>But this is the tension. I also don't want to learn yet another ruleset. I do not need more rules. At the same time, i think it is important to be more than proficient with the rules to run these games, because I do a lot of improvising and letting the players lead the game. That means I have to know what to do, rules wise, when the players enact their ridiculous plan. And to a lesser extent, i like to show up to the game well equipped: hard copy rule book(s), screen, good character sheets, etc. And all that is the "stuff" I feel like I don't need anymore.</p><p></p><p>I almost ran this game with Savage worlds for those reasons. I know the rules, I have the stuff, and SWADE does adventure sci-fi just fine. And the closer to February I get, the more I wish I had done that.</p><p></p><p>Sorry this is rambling. I am full of pie and turkey.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9520818, member: 467"] This is a real world issue for me because I run at least 2 mini con-campaigns at conventions every year. I decide on a premise first, usually, and then choose a game to run that premise. It will be 3 or 4 sessions with the game, exploring that premise, usually with substantially the same players for those 3 or 4 sessions. As it relates to the choosing a game part, I have felt a shift over the years. I used to waffle between something I wanted to try, and something I figured would get folks in chairs. That often meant 5E or some variant, or a game that was a better fit but not as likely to have the pull I felt I needed. Since I run these games at the same couple cons, though, the worry about filling seats has gone away. people know me and the types of games I run and it has been relatively easy to get a full table, often witht he saem players filling every seat of every session of the con-campaign. It isn't always the same players year, butt hey come from the same pool of a couple dozen players usually. What this did is free me from worrying about game popularity when choosing what to run, and in turn it meant I could just drop 5E from the running. hence my list of the 3 games I do tend to run. But, there are still some games I want to try. My February Total con multi-generational space opera is going to use Stars Without Number because I think it is really great but I have never had a chance to run it for more than a one shot. But this is the tension. I also don't want to learn yet another ruleset. I do not need more rules. At the same time, i think it is important to be more than proficient with the rules to run these games, because I do a lot of improvising and letting the players lead the game. That means I have to know what to do, rules wise, when the players enact their ridiculous plan. And to a lesser extent, i like to show up to the game well equipped: hard copy rule book(s), screen, good character sheets, etc. And all that is the "stuff" I feel like I don't need anymore. I almost ran this game with Savage worlds for those reasons. I know the rules, I have the stuff, and SWADE does adventure sci-fi just fine. And the closer to February I get, the more I wish I had done that. Sorry this is rambling. I am full of pie and turkey. [/QUOTE]
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