DM Writers Block

Bront

The man with the probe
I'm suffering from a horable case of DM's Writer's Block for the 2 games I'm running. One is my Face to Face game, and I think I can get that one all settled up (I have 3 weeks), but my PbP game is suffering a bit because of it. I have a general plot arc, but planning things out and incorperating interesting combats, traps, and things, has always been my downfall in a wide open game.

What do you do when you get DM/GM Writers Block?
 

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Lists. I start a list of maybe 30 odd ideas, and I don't stop putting stuff down until I've put 30 things on the page. While the first ten to fifteen may not be great, things start to get better the further I go. Once I've used up all the inspiration from one list, I start another one.

I stop thinking in terms of story or campaign progression, and start looking for something I haven't done before. The last time this happened, I decided to write an adventure focused on Lycanthropes because I still hadn't used them in a d20 game. The time before that, I took a really simple monster (kobold) and started thinking of ways one of them could face the party on its own (both in terms of class levels, tactics and terrain). I look for mechanical challenges, then proceed to figure out how they fit into the continuity.
 

Sometimes when writer's block happens it turns into a downward spiral. You start thinking so hard about it you just end up more frustrated and still without ideas. Sometimes just stepping back fora day or two - not thinking about the game, maybe reading a book or watching a few movies can free the mind up enough to have some inspiration hit.

I like arwink's idea of ignoring campaign arc for a moment and thinking of something you have always wanted to do in a game. Whether it be a critter you want to use or some other plot device. Then you can work that idea up and then link in some loose ties to your campaign arc.
 

I approach this the say way I would approach real writer's block. Here is what I do, and I've found that many famous writers throughout history do the same thing.

You have to train yourself to write even when you are uninspired or feeling lazy. Realize that you are no longer doing this for pure enjoyment alone. You are doing this because there are people counting on you to do this. So do it. If you were a professional writer, you would use this same motivation, only instead of your friends waiting on you, it is your publisher who is holding your check!

Just pick up that pencil (or open MS Word, or whatever!) and write write write. The good ideas will come. Even if you have to work your way through a bunch of bad ideas first.

If you're still struggling, do NOT look to the work of others from the same field for inspiration less you wish to unconsciously rehash what they have already done. I would look to national geographic magazines (or a similar periodical of equal quality), documentaries, conversations you overhear while out and about in public, newspapers and above all: your own life. For D&D, paging through the monster manual might spark your imagination. The DMs guide also has a list of 100 adventure ideas.
 



When I get stumped for ideas, I try to use the "Yes, and ..." method.
Listen to what your players are talking about IC. Are they pondering clues and mysteries you've already put in place? Is there an NPC they found memorable/interesting?
Take what the players are saying and then say "Yes, and ..."
For example:

PC1: Boy that old man we met in town sure was cranky, wasn't he?"

I think to myself, "YES, he was cranky, AND it's because he misses his long lost wife, AND he would love to find some memento of her."

From there it's a short jump to a "Black Jay" style plot hook ala Village of Hommlet.

Basically, just listen to the players, and then carry things to their logical/illogical conclusion.

PC2: Wow, those kobolds we fought sure were tough!"

I think to myself, "YES, AND, they are so tough, they are actually planning to invade town AND carry off some slaves. AND they'll prbably attack tonight while the PC's are resting."

There are doubtless a ton of smaller adventure hooks already in place in your campaign. With a little "Yes, and ..." they can become useful plotlines, and help end your writer's block.
 

IronWolf said:
I like arwink's idea of ignoring campaign arc for a moment and thinking of something you have always wanted to do in a game.

Find that saving your "good stuff" for later rarely works, because later seldom comes. That being the case, I try to run the stuff I want to run *now*. Or at least, in the immediate future (the next few months, so as to give me time to work it into the game naturally.) If you don't do that, I find that the idea dies in the shell, and it loses its luster by the time you are ready to run it. And games always seem to run better when I am still enamored with the ideas behind them. ;)
 

arwink said:
Lists. I start a list of maybe 30 odd ideas, and I don't stop putting stuff down until I've put 30 things on the page. While the first ten to fifteen may not be great, things start to get better the further I go. Once I've used up all the inspiration from one list, I start another one.
Yep, I'd say that's excellent advice. Works a treat.
 

The module idea is a good one, and it's something I've done before. However, when I get stuck for ideas, I'll usually use the players. You can either overtly ask them "what's the plan?" and get a feel for things they'd like to do with their characters, or listen as they discuss their plans in character. Jot down the things they're talking about. I often find I can make numerous plot hooks just from the character's discussions.
 

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