If they loved rpgs as much as you, they'd find a way
If they loved rpgs as much as you, they'd find a way
It's probably not your fault. Year-long campaigns are just a very niche sell. Maybe you need to run a few oneshots instead?
Signed, someone just like you
Having run and participated in a few multi-year games with busy adults with children, my absolutely unsolicited advice for anyone wondering how to do the same is the following:
All that being said, if people aren't engaged in the game or that interested in playing, there's not really anything you can or should do about that aside from find other players.
Another benefit to remote Foundry games: you can stop at any time and the board/scene does not change. Hit a hard stop time in the middle of combat? Who cares! The turn tracker will stay right where it’s at until next week.
It is truly a blessing for the times I torture my players with a 4 hour boss fight which was, of course, preceded by 1.5 hours of them being indecisive at the magic shop.
Hey! Couple q's regarding Foundry. I'm the DM of our group, and have a ton (and I mean a ton) of homebrew for the campaign we're running atm. The homebrew spans changes to core mechanics (no damage rolls for example) to completely revamped classes, races, and backgrounds. How easy is it to homebrew on foundry? I've been eyeing it for a while because roll20 is so user unfriendly I was thinking of going back to Owlbear and manage everything through google sheets, or upgrading to paid VTTs.
I’ve been running games on foundry for 2-3 years and don’t think you’ll have issues with custom classes, races, or backgrounds unless you are doing something really really wild.
The core mechanical changes are going to be harder, but compared to roll20 it wouldn’t even be a competition foundry is just better for customization.
The most annoying thing is probably going to be porting all your homebrew. You can share it between worlds though via compendiums which is a nice timesaver.
Superb advice!