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"Try Castles & Crusades", they say. But no one's playing it!
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<blockquote data-quote="bento" data-source="post: 3059467" data-attributes="member: 36597"><p>We got a gully-washer last night and I didn't want my computer to get fried from the lightning! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /> </p><p></p><p>Back to my post:</p><p></p><p>I don't care whether a game is selling like hot cakes or not, and neither should the OP. The most important matter in picking the game is this:</p><p></p><p style="margin-left: 20px"><strong>Does this game solve the problems I am having with D&D 3.5?</strong></p><p></p><p>After that, I'd look at issues of compatiblity (how easy or difficult is it to use with all the books you already own), what the learning curve is (will this be easy or hard for my players to pick up) and the style of game play promoted in the rules.</p><p></p><p>The next step after picking the rule set would be to create a one-shot adventure with pre-generated characters. I suggest pre-gen because you're still learning the rules, and this exercise will help you quite a bit to understanding them. Besides, you don't want your player's first experience with the game to be the frustration of spending an hour and a half creating a character for a game they may not care about.</p><p></p><p>Try to find an adventure that suits your group's style of play. Make sure it has different types of encounters to encourage a wide use of the new rules. I'd suggest taking an existing adventure, like Freeport or converting one of the WoTC or DDC shorter adventures. Don't worry so much about the plot or story, because the most important thing with this adventure is to show the new rule set in action, and why it is better than what they are playing now.</p><p></p><p>Before you play, along with the pre-gen character sheets, be sure to make copies of important feats or skills that the players can refer to when they play. I did this with my True20 one shot and it saved a great amount of time. Also if the game has a set of quick-start rules, make copies of this for each player.</p><p></p><p>Be sure to make any important crib sheets for yourself - you don't want a one shot like this to get too bogged down for you. You want to show it as fast, and easy.</p><p></p><p>Once you're through with the one-shot, be sure there is plenty of time afterwards to get your player's feedback. You'll hear complaints and complements, and don't use this as a time to argue. Just state why you like this rule set better, emphasizing their complements. </p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="bento, post: 3059467, member: 36597"] We got a gully-washer last night and I didn't want my computer to get fried from the lightning! :eek: Back to my post: I don't care whether a game is selling like hot cakes or not, and neither should the OP. The most important matter in picking the game is this: [INDENT][B]Does this game solve the problems I am having with D&D 3.5?[/B][/INDENT] After that, I'd look at issues of compatiblity (how easy or difficult is it to use with all the books you already own), what the learning curve is (will this be easy or hard for my players to pick up) and the style of game play promoted in the rules. The next step after picking the rule set would be to create a one-shot adventure with pre-generated characters. I suggest pre-gen because you're still learning the rules, and this exercise will help you quite a bit to understanding them. Besides, you don't want your player's first experience with the game to be the frustration of spending an hour and a half creating a character for a game they may not care about. Try to find an adventure that suits your group's style of play. Make sure it has different types of encounters to encourage a wide use of the new rules. I'd suggest taking an existing adventure, like Freeport or converting one of the WoTC or DDC shorter adventures. Don't worry so much about the plot or story, because the most important thing with this adventure is to show the new rule set in action, and why it is better than what they are playing now. Before you play, along with the pre-gen character sheets, be sure to make copies of important feats or skills that the players can refer to when they play. I did this with my True20 one shot and it saved a great amount of time. Also if the game has a set of quick-start rules, make copies of this for each player. Be sure to make any important crib sheets for yourself - you don't want a one shot like this to get too bogged down for you. You want to show it as fast, and easy. Once you're through with the one-shot, be sure there is plenty of time afterwards to get your player's feedback. You'll hear complaints and complements, and don't use this as a time to argue. Just state why you like this rule set better, emphasizing their complements. Good luck! [/QUOTE]
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