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Well, I've given it a shot. It's worked so far. I'm cautiously optimistic! Thanks!
I'm 50, and the title is no exaggeration. I've been with some of these guys nearly 30 years, and the rest at least 25. But time and life is catching up to us, and my group barely gets together now, and when we do, only half of us can't make it. I don't begrudge anyone their time with jobs, family, or their own personal ways of unwinding. Lord knows I need that time myself sometimes.
If this group finally disbands, which I think will be this year with get togethers for gaming only a couple times a year or so, I don't know if I'll join another group in my age bracket. I've become very set in my ways when it comes to gaming, and the times I've sat in with other groups my age I just felt, well, off for lack of a better word. I realize it would be very hard for me to join another group regularly.
I've been GMing Pathfinder for my son and a group of his friends, all in their early 20s. It's fun, but the generation gap is clearly noticeable. They don't get my social, historical, or entertainment references and I don't get theirs. And of course slang has changed, so I end up speaking like I'm some college professor in a "slang neutral" fashion because they laugh at my old slang and I don't understand some of theirs.. lol
Most people look forward to retirement. Mine looks like it'll be pretty dull and grey, as far as my primary fun activity goes.
Now I'll go find some cheese to eat with this whine. Thanks for letting an old fart ramble.
I don't play with people like that, thank goodness. The worst I have is a guy who's played over 25 years and still has to be reminded what saving throws are. He also keeps his dice in the bag until it's his turn to do something, then he fishes and fishes around until he finds the one he wants. Oh, the horror.
I ran a 10 year long 2e campaign that ended in 2000. One of the major characters was my friend Tam's ranger, Diana. Her backstory included leaving her homeland to escape her abusive lover, another ranger.
A year and a half later (in real time) I'd run a few adventures that made them think he was somewhere still around. Sure enough he was, as he showed up in the nick of time to save Diana and the rest of the group from a pack of ghouls. He sacrificed his life so they could escape.
6 more real time months go by, with lots of gaming. At the end of a particularly harrowing adventure, they faced off against a wight, who they discovered was her former lover. He told her he that, "I swore I would love you until I die, and I have!" He attacked, and after a really good combat segment, she killed him for good. Tam, the ranger's player, actually broke down and cried because she was imagining the emotional agony Diana would be going through after it was all over.
Conway, Arkansas. 50 with a 20 year old son who plays when he can. I don't get to play with my group much at all anymore, as we're all responsible adults (allegedly). I started a Tuesday night group for my son and six of his friends, and that's a hoot. I'd forgotten what it was like to be in my early 20s and playing The Great Game. They're a very enthusiastic bunch who are all becoming victims to 30 years of gaming and dirty tricks on my part.. LOL
Lincoln Hills wrote:
Seems like somehow, at some point, "the thrill of near-constant success" replaced "the thrill of risk". I remember being terrified for my AD&D characters' lives pretty regularly, and feeling a certain delight in doing something I knew to be dangerous. You'd lose a character to it now and then, of course, but that was the cost of the thrill. It's pretty rare for me to feel my PF character is running any real risks - unless the GM deliberately designs an encounter as a player-killer, which somehow feels more unfair than when high risk was just part of the system...
I never understood why people gripe about a company selling things to make money. How are they going to stay in business if they don't keep putting things out? If Paizo had released the Core Rulebook and Bestiary only, by now they'd be a distant memory. And the first rule of new gaming products states you don't have to buy it. Ever.
It's about a witch who burned things like people and towns. The gonorrhea metaphor could be a possibility, though. Them boys wuz clever like that.
Didn't mean to kick the beehive, here. But thanks to all for your input!!
I just started a game for my son and his friends (all 19-22 years old) and they just don't know any better.. lol.. they should be easy to sway. My son has built me up as some super GM (I'm ok, but c'mon) and they flocked over the other night and begged me to run them on a game. So I winged it. They're coming back this Tuesday.
My campaign world spans millenia, and not every campaign is in the same time period. Some are set in the future of the "main timeline", some in the past, and some in the "present". The main timeline, which has existed for over 20 years now, takes place after a psionic race was overthrown by a slave uprising.
But going back a 1000 years to when they first conquered the realm, they were a new threat. Strange "magic" wielding classes, enhanced warriors, fighters who could create their own suits of armor from nothing, etc.
I'm about to take my campaign back to the its "origin" story and such an event is the trigger for it. In your opinions, what percentage would be made up of what psionic classes? I figure psychic warriors and wild talent fighters would be the bulk of it (they using feats allowed for wild talents but no powers), as well as soulknives for infiltrators. But what of the others, the psions, the dreads, or the cryptics (also infiltrators) and others?
Sorry to take so long in replying. I just now saw your post. But yes, I'm fine. It bypassed my city in favor of two smaller towns, one of which was hit three years and two days before by a similarly powerful tornado. The damage this time was much, much worse. My ex's uncle, his daughter, her inlaws, and his inlaws all live really close to each other and all four of their homes were stripped down to the concrete slabs they were built on. Another of her cousins lost everything, including their physical therapy business.
But that's a tough little town. Despite the horrific event, they've worked hard, come together like you wouldn't believe, kept their faith, and even laughed about it. Her aunt was laughing and saying she didn't have to clean the attic this summer now.
I wouldn't throw the mythic rules at them, but at least give them maximum hit points at whatever level you start them at. Throw low CR monsters at them at first to help them learn the combat rules without worrying about their characters dying. Make sure they are plenty of chances for roleplaying with NPCs so they get the hang of that. Reward them well with treasure and XP, but don't go overboard with it. Just a few thoughts for ya.
I found some EARLY 1e modules in mint condition that I didn't even know I had. A lot of this stuff came from a friend who would prowl flea markets and think, "Cal would like this" and then by it. I've never used the vast bulk of it. I even have a small box of pewter miniatures that have never been painted and are still in the foam holding material. Hell, they may be actual lead.