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DM Burnout or DM Frustration With His Players?
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<blockquote data-quote="scourger" data-source="post: 3547421" data-attributes="member: 12328"><p>The only time I've gotten the players to write up a campaign log was in a <em>Savage Worlds Tour of Darkness</em> game in which I gave an extra bennie to every player who wrote such an email between sessions. It could be a mission report, a letter home, a personal journal or whatever. I collected them in one big Word file with editing and some summary notes. After the campaign concluded, I had copies printed and gave them as Christmas gifts. I think it made a nice souvenir, even though one player did the majority of the writing. One of the players only wrote one or two entries, but he contributed otherwise by buying & painting minis for all the PCs for more bonus bennies. The lesson is that different players enjoyed the journal at different levels.</p><p></p><p>My current campaign is a core 3.0 game using Greyhawk as the default setting. The player who wants to know the most about the setting is playing a character with no (repeat: no) knowledge skills. The player also actually knows the most about the Greyhawk setting. So, it's frustrating to me to try to prepare information for a player character who really doens't know much about the world. But, last session, I gave each player a short handout with an adventure option that they know about from some source. The characters with more knowledge skills got more information, but everyone was immersed to a lesser or greater extent. I only spent the amount of time I alloted for the handouts, so they varied from 2 to about 8 pages. It worked pretty well, and now the party are on a path to an advneture that is more manageable then me trying to stat the whole world. </p><p></p><p>So, do as much or as little as is fun for you.</p></blockquote><p></p>
[QUOTE="scourger, post: 3547421, member: 12328"] The only time I've gotten the players to write up a campaign log was in a [I]Savage Worlds Tour of Darkness[/I] game in which I gave an extra bennie to every player who wrote such an email between sessions. It could be a mission report, a letter home, a personal journal or whatever. I collected them in one big Word file with editing and some summary notes. After the campaign concluded, I had copies printed and gave them as Christmas gifts. I think it made a nice souvenir, even though one player did the majority of the writing. One of the players only wrote one or two entries, but he contributed otherwise by buying & painting minis for all the PCs for more bonus bennies. The lesson is that different players enjoyed the journal at different levels. My current campaign is a core 3.0 game using Greyhawk as the default setting. The player who wants to know the most about the setting is playing a character with no (repeat: no) knowledge skills. The player also actually knows the most about the Greyhawk setting. So, it's frustrating to me to try to prepare information for a player character who really doens't know much about the world. But, last session, I gave each player a short handout with an adventure option that they know about from some source. The characters with more knowledge skills got more information, but everyone was immersed to a lesser or greater extent. I only spent the amount of time I alloted for the handouts, so they varied from 2 to about 8 pages. It worked pretty well, and now the party are on a path to an advneture that is more manageable then me trying to stat the whole world. So, do as much or as little as is fun for you. [/QUOTE]
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