What happens when your group really wants to play that one system, that they love so much and read so much about, but you, as a Gamemaster, actually hate it? Simple - you tell them: no.
|After all, communication is the key|
It looks completely different when you're actually in charge of the game. I know that I'll probably get a lot of crap saying that, but Gamemasters do a lot more work and have to put much bigger effort into these games, than players. All they need to do is roleplay and get into their characters. More than often they do not even need to know the rules, besides the basics. They come to a game, sit on a couch, drink a beer, eat some Cheetos, roll a couple of dice and just enjoy the world, which the GM has created. Gamemaster, on the other hand, needs to put a ton of effort into his game, making sure that his players will have fun and will want to come back for more. Creating a fascinating, multi-level plot, generating NPC's, making sure that each player will have at least a single, individual plot point etc. All of this, and more, needs to be done, in order for a session to be successful and memorable. So that there will be more than one.
|That you'll actually be able to grab all that sweet, sweet loot!|
After that unwelcome experience, I've promised myself, never to do that again. I'll never, for anyone or anything, GM a game, which I don't want to GM, which I don't have a desire to play, to run. Even if it'd mean the end of my group, I won't do it and I advise anyone to do likewise. Players may want to play a system that they love and admire, very badly, but if the Gamemaster dosen't like it, or dosen't want to play it at that certain time, as was in my case, then it should't be played. Simple as that. Because otherwise, everyone will have a bad time - GM, cause he'll struggle with running something that he dosen't want to run, and his players, because they'll see and experience his lack of enthusiasm and willingness to create a world, in which they'll have to immerse themselves. There will be no winners here, only losers. Trust me, forcing your point and desire, is not worth a bad, tabletop experience. Sometimes it's better to understand that we'll not always play what we want, at least for some time, or who knows: maybe never! It's harsh, I know, but it happens.
These games are all about people so ask yourselves, is it worth it to loose a cool bunch of gaming buddies, because they did not wanted to play that one game, that you really like. Ask yourselves, if it's worth sacrificing your relationship with others, for a game.
|Here's a small hint|
Until next time!