I'm burning out, again....

It's tough with a varied group like that. Sometimes a break can help but it sounds like more review of the rules are needed. For the wizard maybe work with him and write down all the dc's for the spells he has on a cheat sheet. When he levels, he can update them as well. Like everyone else, maybe make it a little simpler for them and don't worry about ling term thematics or plotline.
 

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I TOTALLY can feel for you.

My group is like that although i only had one particular player who didn't know the rules very well while the rest were out there to metagame, misinterpret and abuse them.

From my own experience, i only have a few suggestions.

I know how frustrating it can get when you spend hours, days and even weeks cooking up a overaching plot to only have it stumped or deviate on the table in a single session. This is a game afterall, not a movie screening so the wildcard and major factor is the players themselves. If they DON'T 'play along', you're NOT going to get any game going. All that effort IS going down the gutter.

You AND the players make the call for the game to be fun, which is the most important element to have in every session. Tailor your game to the player, know what makes them more active and eager to participate (ie, roleplay) and what doesn't. You might be surprised to learn that something you thought was making the game more fun is actually turning them off.

Another way is to use published adventures. It's much more easier to modify a few things to suit you and your players' taste than trying to create something to do the same effect. It really helps with the burnout and makes DMing much more fun when you know you just reduced your workload by more than half every week. These adventures also expose you to some adventure plots and hooks which could spark your inspiration again.

Really, when DMing is becoming frustrating because the players are not doing what you wish they would do. It's time you write a book.

Hope I didn't sound too rude, harsh or arrogant. Just trying to share some thoughts around.
 

I beleieve that there is a huge difference between player burnout and GM burnout. Give yourself a break from DMing, put yourself in the players seat for a while. That always helps me to get a perspective on how to accomadate and reward my players.
 

the_myth said:
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...

I know it's become quite the universal panacea lately to suggest 1st Edition/OD&D/Castles & Crusades every time someone expresses dissatisfaction with the current brand of D&D, but I don't think that's the solution, in this case.

I run two d20 Modern games. One of them is face-to-face, one is online. I love my players. They are imaginative, fun and inventive. But there are a few that won't read anything I give them, or put the least amount of effort into understanding the rules and I've had to explain the rules on certain issues more times than I should have to.

And, especially in the online game, that gets a little old when you have to TYPE out an explanation that you KNOW you've typed before.

Some people are just like that. And it doesn't matter WHAT you're playing.

There comes a point where you make the decision to either grin and bear it, or remove those players from your game.

I made the choice to bear it, because the level of imagination and creativity each of my players brings to the table is worth it. Many of them have written stories and plot supplements that they post on our game forum. And you just can't BUY that kind of interest in your game. I'm a lucky GM.

To the original poster, you need a break. You display the classic signs of DM burnout. It happens to all of us, man. Sooner or later.
 

I'd like to thank everyone for their great responses. I have a lot to thin about in this, but I think I'm just gonna stay away from the game for awhile... a few of my players have expressed interest int he new edition of SW, so something might come up in June/July or whenever I feel like getting back into things - likely as a player. Yes, most likely as a player.

Dog Moon, this summer is super busy for me, as I'm road tripping to B.C with friends, but man, when I said last year that someday one of us would have to take a trip to one of our cities and chill and game, I meant it. See you around man :)

cheers,
--N
 

I appreicate the taking a break, and that may be a good way to go, but here's my thoughts for if/when you start running again.

First, you say they aren't interested in your plots. So stop writing them. Why go to all that trouble if they don't care? Now I don't recommend railroaded AP adventures either. Just go for a more dynamic game. Set up a situation and see what they do with it. If they want to kick in the door, let them, and figure out the coolest consequence of that action. Don't worry about rules too much. What's wrong with fighters charging in to kick ass? If they want that kind of game, give it to them!

Then, when they see that their actions have consequences, they may take more of an interest. Note: if you try this they will likely end up burning a city to the ground and fleeing into the night. Giving players freedom can lead to terrible, terrible things. Fun things, but terrible. :D
 


I would give them pre-made characters. Try to have a brief explanation of all the abilities and feats provided on a combat sheet for each character. Take a look at the Dungeon Delve characters on WotC's site and use that as your template for simplifying characters. Go over each chacter with the players and hammer the basics into their heads. Then start a new campaign with these characters.
 

Nyaricus said:
I know what you mean.
Nyaricus said:
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.
I'm basically going to echo what some other people said...

I'd suggest running a few modules. Not longer campaigns/adventure paths, just something to break up the normal pace of the game. If the party chooses to go in a different direction, run with it. One module is easier to toss than a whole AP if you need to.

I've been thinking a bit about what makes the game fun. Players often don't care about huge, ornate plots. House rules, I'm pretty sure, don't make the game more fun either. I don't think rules, in general, really add or detract much from the fun of a game.

Don't get me wrong, I love interesting, original plots. And, I think there are some really cool house rules. I'd definitely go along with both of those things. But the most fun part of D&D, for me, is hanging out with people and playing a game.

My players, though, are also all newbies. They only have a basic understanding of what it means to roll a d20 and when to do it. They don't really appreciate the mechanics, and only might have fun with a big story if they were a more effective party.

So I decided to run a 1st level newbie module. You know how players that are too attached to their characters don't deal with character deaths very well? Same with GMs and the game as a whole. Running a module, though, I don't have that problem. I'm taking the game very laid-back. The players can go where ever they want, and do whatever they want, as long as we're within the rules. Since there are no house rules, the RAW become a mutually agreed-upon document. So, we haven't run into any rules arguments that couldn't be easily adjudicated--though, low levels are easier to adjudicate anyway. If the players come up with something creative that the rules don't really cover, I allow it. Since the players are creative, the module doesn't feel rail-roaded at all, either. I'm essentially just playing the role of a referee, and take the place of NPCs.

In my opinion, that's your best option. Your other option is to find new players. Essentially, fit your game for the players or fit your players to the game. This isn't a bad option, either. Either run two games (one with your friends, one without) or tell your friends that you need a different sort of game. If they're friends, they'll hopefully understand.

Either way, you need to have fun. If you try out the new group and aren't having fun there either, drop it. If your don't like your game without house rules, drop it. Hopefully, though, there's a happy medium.
 

Nyaricus said:
Dog Moon, this summer is super busy for me, as I'm road tripping to B.C with friends, but man, when I said last year that someday one of us would have to take a trip to one of our cities and chill and game, I meant it. See you around man :)

cheers,
--N

Yeah, sorry about that. Been too lazy and still haven't gotten my license yet...

I'd love to play in one of your games. From what little bits and pieces I've seen of your classes and world, sounds like it would rock. :)
 

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