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Thinking about hanging up the D&D (not RPG) towel (longish).
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<blockquote data-quote="BigFreekinGoblinoid" data-source="post: 1010564" data-attributes="member: 5988"><p>Yes, you need to just have FUN again, and should consider a game that illiminates or minimizes your group conflicts, of which you seem to have many. Let's take a quick look at a few:</p><p></p><p>One of your core conflicts within your group seems to be rate of advancement. Based on that, you might never find a game that you can all agree on.</p><p></p><p>Mutants and Masterminds might be a good game to consider for your group as it is less focused on advancing in power. </p><p></p><p>Another obvious conflict you have relayed is in use of source material. IMO, the DM should use whatever he wants, but keep the game flexible enough so that a player doesn't need to learn anything too off the beaten path if they don't want to. If one player wants to use a sourcebook the DM approves, but another doesn't, what's the big deal? </p><p></p><p>Possibly the most important conflict seems to be a lack of effective leadership or inspiration from a DM. This one is obviously a toughie. Getting everyone to somewhat agree on a vision/direction for the campaign vision BEFORE getting started might help. </p><p></p><p>Lastly, my suggestion is to keep your books until you haven't used them for a while. You may regret the decision later.</p></blockquote><p></p>
[QUOTE="BigFreekinGoblinoid, post: 1010564, member: 5988"] Yes, you need to just have FUN again, and should consider a game that illiminates or minimizes your group conflicts, of which you seem to have many. Let's take a quick look at a few: One of your core conflicts within your group seems to be rate of advancement. Based on that, you might never find a game that you can all agree on. Mutants and Masterminds might be a good game to consider for your group as it is less focused on advancing in power. Another obvious conflict you have relayed is in use of source material. IMO, the DM should use whatever he wants, but keep the game flexible enough so that a player doesn't need to learn anything too off the beaten path if they don't want to. If one player wants to use a sourcebook the DM approves, but another doesn't, what's the big deal? Possibly the most important conflict seems to be a lack of effective leadership or inspiration from a DM. This one is obviously a toughie. Getting everyone to somewhat agree on a vision/direction for the campaign vision BEFORE getting started might help. Lastly, my suggestion is to keep your books until you haven't used them for a while. You may regret the decision later. [/QUOTE]
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Thinking about hanging up the D&D (not RPG) towel (longish).
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