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Help! I lost interest in my campaign... again!
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<blockquote data-quote="Obergnom" data-source="post: 3619878" data-attributes="member: 7145"><p>Okay,</p><p></p><p>I need help! Seriously... last week, something happend that happens to me again and again. I lost interest in my campaign. Burn Out? I doubt that. I love to DM. I just really have a problem with staying focused. I read something, and think, hey, I want to play a game like that... hmm, seems like I need to restart my game to achieve that...</p><p></p><p>Well, it certainly did not help that I had to invest 4 hours into treasure distribution before last session because my players need a total of 75k gp until they reach level 9. (Each of them is roughly 15k behind the sugested wealth for level 9 and they finished the first quarter of level 8 allready.)</p><p>And, last session did not went very well... but the session befor that one was fantastic, so I do not think that is really the problem.</p><p></p><p>This is what happend in my campaign so far:</p><p></p><p><em>The characters were drawn into the story to end a threat to Cormyr. They were send to kill a Hill Giant leader, who was uniting the giant tribes into a mighty army, that could overrun the kingdom. They were able to slay him, but discovered he was actually possessed by a Vrock demon. </em></p><p><em>At the same time, the kingdom is threatend by civil war, as many nobles refuse to follow the infant king any longer and try to use the giant invasion for their own goals. The invasion started, allthough the players were able to kill the leader of the Hill Giants. There must be someone else behind all this.</em></p><p><em>A mighty divination (Locate Creature) told them, the Vrock teleported to Mirth Galnorn. (The Name is in Drow, meaning refuge of revenge.) As they severly offended Baron Teuselle, a local noble and bastard descendent of the old King of Cormyr who was about to take over the town of Tilverton(The groups homebase) and all of eastern Cormyr, the small group of loyal followers of the crown (The local captain of the purple dragons, some old adventurers/now inn keeper, an elven Magic Item Shop owner, the local high priests of Gond and Sharress and the local sage) decided, it would be the best course of action, to send the Party of Adventurers into the underdark trying to find the Demon and maybe the true head behind the giant invasion, while they try to work on the political floor, weakening the baron in anyway they can.</em></p><p><em>The party started their descent into the underdark (Following a map they got from a lokal priest of gond), so far they passed the Grotto of the Troglodytes, making more enemies, by letting their Mind Flayer "Leader" escape.</em></p><p><em>After that, the players continued their descent and after a long time and some dangerous encounters, they finally arived at Earth' End, a place run by earth creatures, who go there to leave fearun behind, traveling through the local portal into the Elemental Plane of Earth.</em></p><p><em>The players did some information gathering, they discovered the likely location of the drow outpost. THe learned, for non earth creatures, to activate the portal a substance called "pure hope" is needed. "Pure Hope" is a very valuable substance, usually a gift from creatures living on the plane of Elysium, but the Kuo-Toa of Bhal-Hamatung trade with it, too. No one knows how theese creatures are able to harvest "Pure Hope"...</em></p><p><em>The characters traveled into the direction of the drow outpost, and the next session will probably see a lot of fighting against the inhabitants of the Drow Outpost.</em></p><p></p><p>(More about that can be found here: <a href="http://www.enworld.org/showthread.php?t=199424" target="_blank">LINK</a> )</p><p></p><p>Well, to be honest, I think I have a solid story going on, and after the drow outpost I planed to shove my players into Expedition to the Demonweb Pits... but... I seem to have lost the highlights... I somehow lost sight of things to look forward to.</p><p>I run this very story intensive and linear campaign, because some of my players prefere that style... I myself, while able to come up with stuff like that, allways have a problem with keeping my interest in campaigns like that. (I was a player in Red Hand of Doom, and hated it. The best module I was ever player in? Vault of Larin Karr)</p><p></p><p>I want player input into my game. I want them to build castles or buy an inn. I want them to supprise me. They usually do nothing like that. They are like ultimate consumers. (This difference in style originates in me having had a totaly different group of players for years, before moving out of my home town to go to university.)</p><p></p><p>It is not like all players in my current group are uninteressted in contributing. The guy who DMed Vault of Larrin Karr for example likes a free ride style, but he is not the kind of player that defines a groups style. He rather goes with the flow and is okay with that.</p><p></p><p>A good friend of mine, who is DMing the group I played with before moving, put it like this: "You have the perfect group to run any campaign you want. They will never make you change anything. They will never ruin your plots. You can plan today what to do in 6 month." - He was right, and I really hate that. How boring is that?</p><p></p><p>So, after boring you with all this, some questions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Do you loose interest in your own campaigns sometimes? How to recover?</p><p></p><p>What would you do to change my campaign into a more "free form / site based style" ?</p></blockquote><p></p>
[QUOTE="Obergnom, post: 3619878, member: 7145"] Okay, I need help! Seriously... last week, something happend that happens to me again and again. I lost interest in my campaign. Burn Out? I doubt that. I love to DM. I just really have a problem with staying focused. I read something, and think, hey, I want to play a game like that... hmm, seems like I need to restart my game to achieve that... Well, it certainly did not help that I had to invest 4 hours into treasure distribution before last session because my players need a total of 75k gp until they reach level 9. (Each of them is roughly 15k behind the sugested wealth for level 9 and they finished the first quarter of level 8 allready.) And, last session did not went very well... but the session befor that one was fantastic, so I do not think that is really the problem. This is what happend in my campaign so far: [I]The characters were drawn into the story to end a threat to Cormyr. They were send to kill a Hill Giant leader, who was uniting the giant tribes into a mighty army, that could overrun the kingdom. They were able to slay him, but discovered he was actually possessed by a Vrock demon. At the same time, the kingdom is threatend by civil war, as many nobles refuse to follow the infant king any longer and try to use the giant invasion for their own goals. The invasion started, allthough the players were able to kill the leader of the Hill Giants. There must be someone else behind all this. A mighty divination (Locate Creature) told them, the Vrock teleported to Mirth Galnorn. (The Name is in Drow, meaning refuge of revenge.) As they severly offended Baron Teuselle, a local noble and bastard descendent of the old King of Cormyr who was about to take over the town of Tilverton(The groups homebase) and all of eastern Cormyr, the small group of loyal followers of the crown (The local captain of the purple dragons, some old adventurers/now inn keeper, an elven Magic Item Shop owner, the local high priests of Gond and Sharress and the local sage) decided, it would be the best course of action, to send the Party of Adventurers into the underdark trying to find the Demon and maybe the true head behind the giant invasion, while they try to work on the political floor, weakening the baron in anyway they can. The party started their descent into the underdark (Following a map they got from a lokal priest of gond), so far they passed the Grotto of the Troglodytes, making more enemies, by letting their Mind Flayer "Leader" escape. After that, the players continued their descent and after a long time and some dangerous encounters, they finally arived at Earth' End, a place run by earth creatures, who go there to leave fearun behind, traveling through the local portal into the Elemental Plane of Earth. The players did some information gathering, they discovered the likely location of the drow outpost. THe learned, for non earth creatures, to activate the portal a substance called "pure hope" is needed. "Pure Hope" is a very valuable substance, usually a gift from creatures living on the plane of Elysium, but the Kuo-Toa of Bhal-Hamatung trade with it, too. No one knows how theese creatures are able to harvest "Pure Hope"... The characters traveled into the direction of the drow outpost, and the next session will probably see a lot of fighting against the inhabitants of the Drow Outpost.[/I] (More about that can be found here: [URL=http://www.enworld.org/showthread.php?t=199424]LINK[/URL] ) Well, to be honest, I think I have a solid story going on, and after the drow outpost I planed to shove my players into Expedition to the Demonweb Pits... but... I seem to have lost the highlights... I somehow lost sight of things to look forward to. I run this very story intensive and linear campaign, because some of my players prefere that style... I myself, while able to come up with stuff like that, allways have a problem with keeping my interest in campaigns like that. (I was a player in Red Hand of Doom, and hated it. The best module I was ever player in? Vault of Larin Karr) I want player input into my game. I want them to build castles or buy an inn. I want them to supprise me. They usually do nothing like that. They are like ultimate consumers. (This difference in style originates in me having had a totaly different group of players for years, before moving out of my home town to go to university.) It is not like all players in my current group are uninteressted in contributing. The guy who DMed Vault of Larrin Karr for example likes a free ride style, but he is not the kind of player that defines a groups style. He rather goes with the flow and is okay with that. A good friend of mine, who is DMing the group I played with before moving, put it like this: "You have the perfect group to run any campaign you want. They will never make you change anything. They will never ruin your plots. You can plan today what to do in 6 month." - He was right, and I really hate that. How boring is that? So, after boring you with all this, some questions. :D Do you loose interest in your own campaigns sometimes? How to recover? What would you do to change my campaign into a more "free form / site based style" ? [/QUOTE]
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