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Topics - HappyDaze

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I picked up the Tal'dorei guide last month on an impulse buy from BAM. I thumbed through it and wasn't overly taken with it, as it seemed rather plain and unoriginal to me with little to recommend it. I came into it having no experience with Critical Role or Mercer (and I still don't as I have never liked watching others game).

However, I'm now wondering how it stands up as a foundation for a game. Unlike some other published settings, the fact that there is little uniqueness to it makes it easy to build-on. It does offer a bit of history (and not too much) along with some cities, nations, and organizations. And then it kinda stops and gets out of the way. This is where I'm starting to see value in it. It can act as a bit of a DM shortcut by giving a lightly detailed setting as opposed to other settings (Greyhawk, FR, Eberron) that are now cumbersome in their own lore. At the same time, it would let me avoid the burden of starting a homebrew setting from scratch, which is what I generally liked published settings for. I guess this is along the same lines as the implied but only lightly defined setting of 4e.

So, has anyone had any experience with using Tal'dorei? Anything that sticks out as an issue with using it for a "baseline" D&D world?

I've been running a FFG Star Wars game for the last few months, and I've come to really hate the rules. I played this rule set from 2013-2015 and I playtested several products for the line, so I'm very familiar with the system. However, I stopped playing it when I moved in 2015 and only recently came back to it even though I detest pretty much everything about FFG's take on RPGs. This is the first group I formed in this new area (I moved across the country to help out elderly family members) after not playing for almost two years, and the group was assembled for this specific game as I don't personally know or associate with the players outside of this game. They are not going to play another game since they came together specifically for FFG Star Wars, which leaves me wondering if I should keep on running the game or if I should tell them that they need to find another GM while I look for players for another game.  In some ways I feel like our connections are almost work-like and that GMing is my non-paying side job. Looking at it that way, my "job satisfaction" is low, but I don't currently have any other "job prospects" so maybe I should keep going until I find another group doing a game I'm more interested in and then I'll cut this group loose. Then there's "no gaming is better than bad gaming" echoing in my head that tells me I should just end it now and have more time and energy to spend on other things.

Any suggestions for dealing with this situation where the gaming group is only a gaming group and has no real social ties beyond that?

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