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*Pathfinder & Starfinder
You Have One Last Chance - Do You Try PF2?
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<blockquote data-quote="DWChancellor" data-source="post: 7877112" data-attributes="member: 96184"><p><strong>You have the love (or at least like) what you are running.</strong> If you don't, it doesn't matter what your players want to play or how "cool" your campaign idea is.</p><p></p><p>PF2 is a heavy ruleset compared to 5E and takes more time and attention. Do you actually want to use it? Would your players actually want to invest time in learning it?</p><p></p><p>Other systems like Savage Worlds and Warhammer Fantasy are so different in their mechanics from D&D that you almost have to relearn how to setup fun sessions. Don't be fooled: just because you have a reasonable "plot" doesn't mean that the mechanics will make it fun to run or play. Each system shines its best in its own way.</p><p></p><p>I'd suggest you run a very short and silly PF2 game with one or two players just to see if you can get on the wavelength of PF2 and have fun. <strong>If it doesn't spark for you drop it like the bad idea it is. If it does spark... keep going!</strong></p><p></p><p>------------------------------------------------</p><p></p><p>One more thing, I get the sense (or made it up in my head) that you have relatively casual players and novelty hounds in your player mix. Here's the truth: casual players want a familiar and regular game loop. They like structure and cliches and sitting down and playing right away. Novelty hounds will always push you to new things whether you enjoy them or not. Letting novelty hounds push your group instead of running it yourself is super draining and sounds like how you are feeling.</p></blockquote><p></p>
[QUOTE="DWChancellor, post: 7877112, member: 96184"] [B]You have the love (or at least like) what you are running.[/B] If you don't, it doesn't matter what your players want to play or how "cool" your campaign idea is. PF2 is a heavy ruleset compared to 5E and takes more time and attention. Do you actually want to use it? Would your players actually want to invest time in learning it? Other systems like Savage Worlds and Warhammer Fantasy are so different in their mechanics from D&D that you almost have to relearn how to setup fun sessions. Don't be fooled: just because you have a reasonable "plot" doesn't mean that the mechanics will make it fun to run or play. Each system shines its best in its own way. I'd suggest you run a very short and silly PF2 game with one or two players just to see if you can get on the wavelength of PF2 and have fun. [B]If it doesn't spark for you drop it like the bad idea it is. If it does spark... keep going![/B] ------------------------------------------------ One more thing, I get the sense (or made it up in my head) that you have relatively casual players and novelty hounds in your player mix. Here's the truth: casual players want a familiar and regular game loop. They like structure and cliches and sitting down and playing right away. Novelty hounds will always push you to new things whether you enjoy them or not. Letting novelty hounds push your group instead of running it yourself is super draining and sounds like how you are feeling. [/QUOTE]
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You Have One Last Chance - Do You Try PF2?
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