|
"Mirdon waits patiently for more Pacts & Blades" Made with Hero Forge, used in accordance with the EULA |
This Probably Sounds Familiar...
I hoping to help you figure out how to get what you are looking for in a TTRPG, by telling you how I figured that out for myself. This is vitally important to know if you really want to get the most of the time that you can afford to spend on this hobby.
I played a fair variety of TTRPGs in my teen years: AD&D (both ed'ns), Palladium Fantasy, RIFTS, TMNT, After the Bomb, Robotech (Palladium veers.), Top Secret SI, Shadowrun, Aliens Adventure Game (Leadng Edge vers.), Cyberpunk 2020, Vampire: the Masquerade, Mage: the Ascension, and Thrash FFRPG.
I wanted variety in my gaming experience, and I was very fortunate to have a group of friends with open minds and hungry imaginations; they were always interested in trying new things. They had no compunctions about trying new rules if it offered them a new experience. And I often had new players in and out of my group who were eager to learn.
My 20s was spent playing much more intimate games; I played with the same five people pretty much constantly. While they were interested in trying new games, it had to be a rare occurence, balanced with comfortable and familiar systems like Dungeons & Dragons 3e. During that time I did manage to get in some Shadowrun, some GURPS, and a little Call of Cthulhu d20, and Mage: The Awakening. But I as often found that if I tried to play a system that strayed too far from my players' comfort xone, they would quickly ask to shut it down, which is why I played only a small amount of Fate Core and only three sessions of Changeling: the Lost despite really liking the system, myself.
My 30s intensified this trend. My players locked themselves down to World of Darkness, Pathfinder, and Dungeons and Dragons 5e. I could no longer persuade players to try anything new. They had the games they liked, and that was that. No more experimenting with systems for me, thank you. As this carried on, I became deeply unsatisfied with the role-playing game hobby. I was not getting to experiment with new rulesets, and I had this creeping feeling like I was going nowhere as a GM.