I'm burning out, again....

Nyaricus

First Post
Ugh...

I'm pissed off, I guess. I'm burning out again as a DM. I'm tired of thinking up some great, original plots and have the players show absolutely no interest in what I'm doing, squabble over house rules already (supposedly) accepted, contribute almost no role-playing and when the ROLL playing comes up, they don't know what they're doing. My best friend always plays Wizards, and yet has no idea about AoO, or what his DC's are (or what DCs are), or ANYTHING. Fighters go in for the hack and slash, despite my use of alternate trip/bull rush/charges against them using NPCs (and thanks to my being a player for a few games, charging is now becoming a more common battle tactic, which is one of the few things that's working). Marshalls never use their auras, clerics never use turning attempts (or get useful feats to use them, despite my efforts to showcase/explain them) etc, etc, ETC.

I've been playing with at least 2 of these guys for 2 years, and they seem to have a very marginal grasp of the rules. Another is a noob to 3.0 D&D, but has been playing 2e and GURPS for a few years longer than I've been playing (and I've been playing for 8 years, in total), and there's only one guy who knows what he's doing, but he's a joker and gets O-T a lot.

I'm just fed up with it. I put so much effort into my own adventures, and they just fizzle out.... Is it time to switch to raid-roaded AP's and such, just to get a fix of D&D and not want to kill anyone? I've been seriously thinking about this as an alternative, but right now I am focusing on writing music for my band and putting What Feels Good (tm) first. Is this (APs and stuff liek Ptolus) a good idea, once I get my feet back on the ground?

EDIT: or, should I just tell them that if they want to play D&D, someone else is going to have to DM?

thanks,
--Nyaricus
 
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Sure! Having a break is a good thing!

Now, would it satisfy your own tendencies to use a simpler rules set that would still be d20 in essence, so that your players manage less stuff and options ? Castles and Crusades comes to my mind as a possibility? That way, you wouldn't have to manage too much technical options, your players either, and you could concentrate on the fun of the game? Hacking and slashing ain't that bad if that makes everyone around the table happy! :)
 

I actually think non rules lawyers are worse than rules lawyers.

Its when u write something specifically for a member of the party to shine and they just dont get it / or remember what they can do, even at low level OR they ask the same question / make the same mistake 5 or more times a session.

Rant over, sorry for hijack.

I tend to find if i have a burnout it only lasts 3 weeks or so and then all batteries are rechcarged and ideas come flooding back and im good for another 4 to 6 months of weekly play GMing once more.

I write all my own stuff so i may burn out more quickly because of this

Have a Rest n Recharge
:D

John
 

Sounds like it's a problem with the group rather than with anything else. Why not try to find another set of people to play with?
 

Odhanan said:
Sure! Having a break is a good thing!

Excellent advice. Take a break. Play instead of DM, perhaps with a new group. Or just take the time to enjoy other hobbies for a few months and then decide if you want to continue DMing for these folk.
 

Nyaricus said:
Ugh...

I'm pissed off, I guess. I'm burning out again as a DM. I'm tired of thinking up some great, original plots and have the players show absolutely no interest in what I'm doing, squabble over house rules already (supposedly) accepted, contribute almost no role-playing and when the ROLL playing comes up, they don't know what they're doing. My best friend always plays Wizards, and yet has no idea about AoO, or what his DC's are (or what DCs are), or ANYTHING. Fighters go in for the hack and slash, despite my use of alternate trip/bull rush/charges against them using NPCs (and thanks to my being a player for a few games, charging is now becoming a more common battle tactic, which is one of the few things that's working). Marshalls never use their auras, clerics never use turning attempts (or get useful feats to use them, despite my efforts to showcase/explain them) etc, etc, ETC.

You know, after reading all this stuff, my first thought was: These people need to try a rules-lite game like Castles & Crusades.

It sounds like you need to take a step back and ditch a whole bunch of rules and just try a little basic hack&slash. Make the characters plan out DCs and stuff ahead of time keep a record for it, then there's no need to "know" it...it's on a cheat sheet already.

Just a thought or 2...
 

Nyaricus said:
EDIT: or, should I just tell them that if they want to play D&D, someone else is going to have to DM?

thanks,
--Nyaricus

I think that is the very best idea for four reasons. First, the person DMing will really have to learn (or learn more of the rules). Second, you can no play and show them all the tactical and cool stuff you can do. Once you trounce the new-DMs first few scenarios the other players may take notice. Third, the new DM will get a real appreciation of the worked involved. And even if the new DM has a different play style, he'll at least appreciate your desire to have fun too as a DM. Fourth, it will give you a break, you can have some fun and focus on pouring your creative juices into your music.
 

shilsen said:
Sounds like it's a problem with the group rather than with anything else. Why not try to find another set of people to play with?
These are all close friends whom I play with. Some I've known for 7 years. It'd be a bit hard to drop them just like that.

I suppose I should state that as DM, I love rules and crunchy bits and everything. No problem there. The players just don't seem to get a lot of them.

Also, they simply don't appear interested in the game. One guy, M, will talk a ton about D&D out of the game, and when Saturday comes... nothing. He doesn't seem to care about anything.

I dunno, rules-lite might be an option (I do have T20, FWIW) but would simply playing one of the adventure paths, core-only, be a good idea? Maybe one choice splat-book for each player, DM-Approved? Something like that?

Some days....

cheers,
--N
 

perhaps try very simple adventures. make the game as dumb as possible, then when they ask for more advanced stuff, slowly give it to them.

Your burning out because your putting more effort into the game then you need to. Until the players can appreciate the game, You will burn out fast.
 

Nyaricus said:
These are all close friends whom I play with. Some I've known for 7 years. It'd be a bit hard to drop them just like that.

I suppose I should state that as DM, I love rules and crunchy bits and everything. No problem there. The players just don't seem to get a lot of them.

Also, they simply don't appear interested in the game. One guy, M, will talk a ton about D&D out of the game, and when Saturday comes... nothing. He doesn't seem to care about anything.

I dunno, rules-lite might be an option (I do have T20, FWIW) but would simply playing one of the adventure paths, core-only, be a good idea? Maybe one choice splat-book for each player, DM-Approved? Something like that?

Some days....

cheers,
--N

Your predicament is very, and I mean very, similiar to my situation with my gaming buddies. Many of which I have known for many years, too. The only reason I am not burnt out yet is because one of those players has made the mold and it's mainly cause of him I have kept going.

But I know the frustration. It drives me nuts too and makes me wonder "Why bother?" I've been hanging in there and trying out D&D with new players, also, as a solution. I think it mgiht be the right solution for you too? Throw in a couple of new guys, see how things go.
 

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