People that do GM need to stop talking about how hard it is and talk about how fun it is.
So, in a word: No.
We are not responsible for marketing gaming the way you see fit. You do not get to lay that burden on others.
People that do GM need to stop talking about how hard it is and talk about how fun it is.
Whereas in my experience, that DM will drop the campaign six weeks in after realizing the amount of effort it will take to actually run a campaign that's longer than a 16 page module.Your expectations are too high, and your language fits directly into the discouraging, negative attitude I wish would go away.
That "sub par" GM is very likely going to get better as that year long campaign progresses, simply by virtue of practice and -- if the players are not jerks about it -- enthusiasm.
Exclusionary, elitist attitudes are more dangerous to people trying out GMing than rule book intimidation.
See, that? That right there? A year "hardly seems to qualify"? We know that most campaigns, even by experienced DM's rarely last more than a year. Most campaigns fizzle after about 3 months due to all sorts of reasons. But, think for a second, what you're asking of a new DM. A campaign that lasts for more than a year? No wonder most people have no interest in trying.although a year hardly seems to.qualify
Well, most conventional TRPGs call for multiple players and one GM. That probably has at least as much to do with there being so many more players than GMs. And I've seen far more GMs run entire campaigns than I have drop them prematurely; the only non-anxiety-related one in my experience was a guy who just had a brain that was fizzing with things he wanted to run (and the rest of us at the table were mostly content to let him run what he wanted).Whereas in my experience, that DM will drop the campaign six weeks in after realizing the amount of effort it will take to actually run a campaign that's longer than a 16 page module.
I mean good grief, there's a reason that players outnumber DM's by a HUGE margin. And that's always been true.
Wait how do we know this? It’s definitely not my experience that campaigns from experienced DM’s fizzle after 3 months.See, that? That right there? A year "hardly seems to qualify"? We know that most campaigns, even by experienced DM's rarely last more than a year. Most campaigns fizzle after about 3 months due to all sorts of reasons. But, think for a second, what you're asking of a new DM. A campaign that lasts for more than a year? No wonder most people have no interest in trying.
Huh. What's that like? I had been playing for nearly 30 years before I actually played a campaign that came to a conclusion. Every other campaign fizzled. Either real life steps in and squashes it, or the DM burns out. I've been gaming since the early 80's and it wasn't until a 5th edition campaign that we actually completed a full campaign.Well, most conventional TRPGs call for multiple players and one GM. That probably has at least as much to do with there being so many more players than GMs. And I've seen far more GMs run entire campaigns than I have drop them prematurely; the only non-anxiety-related one in my experience was a guy who just had a brain that was fizzing with things he wanted to run (and the rest of us at the table were mostly content to let him run what he wanted).
Going all the way back to the WotC market research they did in the 90's, showed that the average campaign has a half life of under a year. That's why 3e was designed so that you could go from 1st to 20th in a year of sessions.Wait how do we know this? It’s definitely not my experience that campaigns from experienced DM’s fizzle after 3 months.
I’m not saying it’s not true it just runs so counter to my experience that I’m curious where this stat comes from. In my experience even bad GM’s usually manage to last a 2-3 months.
Three reasons, one already mentioned: adults are overwhelmingly more likely to be the target audience of the ads that inspired you.It occurs to me that while I never specified the age group of the hypothetical new DM, a lot of folks in this thread are assuming an adult. I wonder why that is.
This seems likely.Three reasons, one already mentioned: adults are overwhelmingly more likely to be the target audience of the ads that inspired you.
I'm not sure that's true. It certainly wasn't true for me and my friends growing up.The second is that, in general, a child attempting a difficult thing is almost certainly going to do so with some kind of mentor. It's not absolutely guaranteed, but it's far more likely that a mentor would be coaching them than that the child would, totally of their own accord, launch into this activity with zero prior connection to someone who already knows that activity. Or, if you prefer? The child nearly 100% surely had to have been brought into the hobby by someone else, and that person, or someone connected to that person, would almost surely act as a mentor if the child expressed interest. An adult, on the other hand, could quite plausibly hear about D&D from any of a zillion sources without having that connection; I still think mentorship is likely, but it's not nearly as strongly implied.
This might be true, but you haven't provided a shred of evidence for either of these claims and I'm not ready to just accept them because you assert that they're true.The third is, quite simply, that most people who play D&D are adults, and most people who choose to GM do so only after having played for several years first.
Well, we're pretty sure that the majority of players are 18 years old or older. Most evidence points to this. While there are significant numbers of teens playing, that demographic is dwarfed by older demographics.This might be true, but you haven't provided a shred of evidence for either of these claims and I'm not ready to just accept them because you assert that they're true.