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I'm burning out, again....
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<blockquote data-quote="questing gm" data-source="post: 3487764" data-attributes="member: 24003"><p>I TOTALLY can feel for you.</p><p></p><p>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.</p><p></p><p>From my own experience, i only have a few suggestions.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Hope I didn't sound too rude, harsh or arrogant. Just trying to share some thoughts around.</p></blockquote><p></p>
[QUOTE="questing gm, post: 3487764, member: 24003"] 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. [/QUOTE]
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