Friday, November 3, 2017

GMing doldrums, sort of

I'm currently running two prewritten campaigns,  a D&D 5E: Rage of Dragons and Star Wars Saga Edition: Dawn of Defiance.   I hate to say sometimes I get bored as a DM.  This boredom effect both games but since I have developed other problems with SW, I'll just focus on the 5E game. 


My problem is my players, they are wonderful. They create deep PCs and that are attached into the world,.  Most modules assume the PCs follow the pattern of itinerant wanders looking for adventure, or in the vernacular "Murder Hobos".  The campaigns do offer a broad story and a clear path from start to finish.    They also trap the DM, and to a lesser extent, in a narrative.

 While I can mitigate some of this by changing the encounters,  the're still are on rails.  The story may change but end is known.  While I do add things special for the PCs,  I don't feel that this allows for the to plum the depths of the their story, the world and/or the lore. 

I am going to finish both campaigns, but the next one I do will be self written.