Combating My Own Boredom as a Player


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As a player, my biggest challenge is suppressing the nagging mental voice that says “I could do this better”. Of course I could, I’ve been doing it 40 years longer, and was pretty terrible when I first started.

I also have to make an effort to button up and let the other players get a look in.

As for characters getting dull due to repetitive combat, I think that’s why it’s important to make sure there is plenty of stuff to do that isn’t combat. I’ve been pretty fortunate with my DMs with that regard, they like to have plenty of investigation and role playing. As a player, putting effort into creating an interesting character in terms of personality and background can make up for not being exciting in combat.
 



No. Ruins of Azlant. And the past 6 months, it's felt like a series of side quests working for the colony leaders.
Honestly it’s a pretty crappy set of adventures. I badly wanted to love this AP because I love aboleth but I couldn’t even bring myself to run it. I wouldn’t be too harsh on the DM.
 

How I’ve combatted my own personal boredom:

1) playing Mason (solitaire d6 game) while paying attention. And then, only after I’ve planned my next action.

2) if permitted by table etiquette, helping others with their PC decisions.

3) campaign/PC design for future games

4) contemplation of current PC advancement options

5) designing mechanically complex PCs that require more effort to run properly, leaving less time to become bored

6) like 5 above, but with complex roleplaying aspects that require constant attention.

7) trying to divine the overall campaign plot.*

Above all, I try not to be disruptive, and as noted in 1, I do my best to be prepared for my own turn, regardless.




* I did that once, shockingly early. But events conspired to have the campaign fizzle out.
 

Weeks ago, your players force you to GM an RPG you no longer like. Now, you play a game you don't enjoy. Sorry to say this, but why are you doing that to yourself? I did that to myself for a while and it's not worth it. I stopped playing and later found a group that aligned with my tastes. Never been happier.
This is the way
 

I'm only about 40% GM, but there are systems where I definitely feel bored as a player these days. My solution is to not to play them anymore. I've shifted to either:

  • More narrative-focused games where there are more opportunities to do the kind of swashbuckling stuff without shafting over the party by not always choosing the One Optimal Option For My PC's Role. The best of them actively encourage that sort of thing, and also call for input from the players in developing scenes, eg Sentinel Comics where there are mechanics (the Overcome action) for doing wild super-stunts and creatively using powers, as well as room to suggest unexpected twists to the table when they come up (and they do, a lot).
  • Alternately, I find relatively deep and varied tactical systems with a multitude of turn-by-turn options keep me sufficiently engaged, especially when there's a lot of interlocking teamwork involved to really get the most out of the party. I'm particularly fond of systems where positional play is very important to success. For me would be D&D 4e (or spinoffs like Orcus) or Lancer.
 



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