I just can't focus

Ok I think we have a missunderstanding here. First of all it's not like gaming is hard work for me. I just have a definite problem when it comes to preparing game sessions. My player told me that I focused to much on detailed mapping and the like which have no real gaming impact. He's definately right about, what do a dozen o' rooms do to a game that don't add anything to the story ?
If it comes to atmosphere it's on my shoulders to set the mood in the first place. In my oppinion players can either join in or not join, it depends. An average session usually is still fun if the players are not 100% in-game. But imagine, there's a tired looking guy behind the screen who doesn't look forward to master the game (appearently), would you try and motivate him if you knew that the campaign was almost over ?
I talked to him seriously and it was not like "Ok, what went wrong with my last campaign, any ideas ?" "Your fault."
We talked about some issues we were having eversince but lately it really became a big one. What I'm talking about is the DM/Player connection. Ok, if the players trust me that I do a good job and everybody will have fun that's fine, that's how it should be. But if I got a bunch of players in front of me who actually don't really bother then something's wrong. If I ask my players if something's wrong and they don't tell me what's going an that's the worst thing they can do to me.
You know I once got a player who kept complaining about the constant fighting in my campaign. Ok, I build an investigative part. She liked it very much and the rest of the party thought it a nice change of pace. Imo it's always up to the DM what to do about mood, statisfied players and the like. Even if the players give enough input, that won't help if the GM doesn't do anything with it.
But of course, the player I was talking to told me about the good sites of my last campaign. He liked that he could actually affect the world they were playing in even if it was railroaded.

I'll make clear that I want feedback to my players, I almost had to force the one I was talking to. I told him very clearly that it's bad to not tell me what's wrong with the campaign and that I can't change anything if I don't know what's going on. I will tell my other players the same thing when we create characters.
He told me that he didn't know how I handled criticism so he held it back. But since we talked about it it's not gonna happen again.


I just started to map out the area for the first "mission" and I think I spend to much time on detailing rooms. When it comes to creating enemys I'll just pick up the Menace Manual and chose the type of enemy I need and adjust it. Since there's a whole lot of combinations that won't take to much time. Anyway this is a campaign focused on mystic investigation so I don't need much stating around anyway
 

log in or register to remove this ad

rythm_rampage said:
I got a serious problem when it comes to preparing my sessions. It's not like I don't want to prepare but the moment I pick up a piece of paper to write something down I'm like "meeeh, maybe tomorrow".

It sounds to me like there is some reason that's keeping you from looking forward to playing.

Are you afraid of the game bombing? All that weight on your shoulders to entertain your friends? That sucks, and I've been there. You want a good game, but don't know how to make it work, no matter how much energy or prep you bring to the game. So what's the point of prep?

I think you need to get hard-core with the players. Tell them that you'd like to play, but only if they are interested in the game. They need to tell you what they want to see in the game - in terms that allow you to deliver that. Not something like, "Well, I like role-playing" or "I like stories."

What the :):):):) does that mean?

Something like, "I love combats where we are pushed to the edge of our ability, and where we need to do some kick-ass tactical thinking/planning to survive." That's helpful. Or something like, "I want to run a PC who has this torn duty between his king and this orphan girl that he's pledged his life to. So I want you to give me lots of opportunities to make choices where that conflict comes into play."

If they don't do that, tell them you're not willing to play, and go drinking or something.
 


Lost, that's exactly what I'm planning to do. If I talk straight to my players then I'm sure that I will get a good answer from everyone.
It seems to me that most of them (including me) don't really know their style of playing yet. But since we have a decent gaming history, it's not difficult to figure out for everybody what he likes best.
I myself think that I prefer little-combat sessions. Combat is nice and nescessary but I just build strong characters to make combat short I guess. I love messing around with skillchecks and I think I would love to play a thief/group'o'thieves on a stealth mission, stealing an item. I love it when people help me achieving something (NPCs/PCs) and when I need help or more firepower I want a place to go to. (maybe an NPC mercenary barrack, go nuts !) You see, interaction, enviroment and effect on the game world are pretty important to me.
 

LostSoul said:
If they don't do that, tell them you're not willing to play, and go drinking or something.
Quoted for truth.

I really don't buy that your players "don't know their style of playing yet". You said you've all been gaming together for years now. There's no way that you spend years gaming and have no idea what your preferences are. Your group defnitely needs a kick in the ass.

Are there any cons in your area? If there are, go to them. Get a chance to play with other people, even if some of those con events turn out lame. It may help give you some perspective on your group.
 

Well there are no Cons around here and yes they need a kick in the ass.
I can't stand this whole "what d'you like" "dunno" anymore. I know that 2 players like very difficult combat. So what, can't do much with that. That's about all I know about their style. Everything seems quite random to me lately, no group morale or something like that and it sucks ! I would like to play in a different group but there are no players I can think of.
 

To analyze players and determine what they want and don't want, the first chapter of the Dungeon Master's Guide II is very insightful in typing your players, and it gives great advice about how to meet their gaming desires. It was primarily written by Robin D. Laws, whose book on DM listed in my sig I also recommend.

As far as
I got a serious problem when it comes to preparing my sessions. It's not like I don't want to prepare but the moment I pick up a piece of paper to write something down I'm like "meeeh, maybe tomorrow".
, does this apply to just your game, or your life in general? Because I can name that song in two notes. Unfortunately, I don't have a solution about kicking your own ass to action as my own foot doesn't bend that way. But I run predone campaigns, like Shackled City, to work around my psychological limitation. It's embarrasing that I have gamed so much, and collected so much game theory, but I'm not able to run my own game.
 

Ah, yeah, as player I thought I should drop in.

Stop worrying. You just worry to much as a DM. Sure a DM should always strife to improve and "get" his players. But all of that won't help if you don't bring any energy of your own to the table.


You concentrate far to much on the negative. If I read you right, the stuff you think before a session is more like: "Damn, I'm underprepared", "damn, that encounter will propably", "Garg, what will they think of that", etc.

And it goes on during the game, going as far as you telling us during a running combat encounter "This encounter sucks".


Of course, I can't know how good a DM I really am. But since most of you keep telling me that you like the current campaign, I'll feel free to use myself as example.

I'd say I'm notoriously worse prepared than you tend to be. But here's what I tend to think like before a session. "Woops, I haven't really prepared much, anyway the xy encounter should be great, what should I do with z? Ah, I'll figure it out when I run it. Player x should like element a, etc."

Yeah, things still go wrong and suck. But what feels to me like it sucks or the players hate it may not actually suck to them. What I do in such a case is I simply try to roll with the punches. If I really feel something just won't work I try to speed it up a little.

Then after the session I'll check back with the players and contemplate the session, if something really was more not fun than fun for the whole table, I simply won't do something like that again. If the bottom line was fun, there's no problem. What I'm saying is that a DM makes mistakes to learn from it. You aren't a sucky DM for making them. If you expect every session to awe the players your bound to be dissapointed, and a dissapointed DM is a bad DM.

To keep simple what I want to say:

Stop thinking so much, it will only make your head hurt.

In varition there are the variants "Don't Panic" (someone once joked in some thread to put that on the back of the DMG, ah la hitchhikers guide. I thought that was one of the best DMing advices ever) or the "Don't worry sidebar" in the DMG2 (that sidebar really says what I'm trying to say much better. Read it.)
 

Yeah I think you're right. It's just one of my flaws that I get frustrated way to quick. Earlier this evening I was sitting around and thinking about some advice and the upcoming initial quest you're gonna have.

I did what Piratcat posted earlier and just wrote down some notes about the scene and atmosphere. On the map I marked some important spots, picked some opponents and I was like "ok, what's next ? ". So including the map the time I really spent working was about one and a half hours for something that would usually have taken me 2 or more hours. (excluding thinking time, ideas usually come to me when I don't expect it.)
I think my problem was (and maybe still is) that I use(d) to much time on fleshing out stuff I don't need. What's a block of knowledge related skills good for if the enemy will obviously die in the encounter ? So preperation isn't actually that much of a deal if you don't worry to much about stuff you can't predict or don't need I think.

I know I did a lot of mistakes but I sure learned a lot, too.

@ Whimsical, hell yeah I'm lazy ! But I still enjoy running my own games. (never ran a prewritten adventure except for some WotC Miniadventures) ;)
 
Last edited:

I don't think I saw anyone mention this before, but why not go through the review section in ENWorld and find a really good module? The only real prep you have to do is read it a couple of times and if you run it over several sessions, re-read the sections you'll be playing that night. As long as you pick one that has the right level setting, the most you'll have to do is make some minor modifications.

I personally have run the Dungeon Crawl Classic series from Goodman. I see a lot of people on this board buy Dungeon magazine and run adventures like the Age of Worms series.

--bento
 

Remove ads

Top