Keeping interest in DMing a game

I prefer being a player. But occasionally, I have an almost irresistible urge to break out the DMG and run a game.

At first, I would have this great adventure idea, including my own campaign world, and would run it. I would have fun creating monsters/NPCs and adventures, and not mind the work involved in running a game.

But the work would get to be too much for me, all the paperwork wouldn’t be fun anymore, so I would have to end the game.

Then I tried running my adventure ideas in established game worlds (Forgotten Realms, Scarred Lands), and using NPC generators and the like to deal with the inevitable paperwork in preparing for a game. However, the work of creating my own adventure, and coming up with ways to deal with what the PCs do when they stray from the plot (which happened constantly with my group) became too much for me, so I would eventually end up ending the games because I didn’t have the time needed to put into developing them. (I’ve never been fond of those DMs who railroad characters into following whatever plot they have mapped out, and preferred ending the game as opposed to railroading.)

So, then I decided to run modules – the most recent attempt being the WotBS AP by EN Publishing – I figured since I loved the AP and the setting, and everything was already statted out for me, it should be easier for me to keep up with the PCs.

But then, halfway through the 2nd module, I just lost interest in running the game. I was having some personal issues with family at the time, which heightened my stress level, which may have contributed to burnout – but I am concerned that it was just me losing interest in DMing as I have before.

So – I’m beginning to get the urge to run a game again. I’m not sure if I will actually do it – considering my track record with DMing games – but if I do, it’ll probably be WotBS via PBP, and I have plenty of resources in the way of monster manuals, NPC generators, and the like to help with paperwork. I’m just wondering if anyone has any tips on:

1.) Keeping your interest high in the game you are running;
2.) Any tools that will make it easier to update a PBP;
3.) Or any tips in general for PBP?

I’ve run a couple before, and played in several (most of which died after a few weeks due to player dropout or the DM vanishing), but any tips would help...
 

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Well... maybe not directly handy tips, but it sounds to me as if the actual DM'ming bit is costing you energy rather then providing it for you.

Maybe, the 'stress' of DM'ming is simply not for you, or you need to find a way of DM'ming where you get to do the 'fun stuff' which gives you energy and minimize the 'chore' bits where you lose energy.

Just some quick observations based on your post, I may be wrong here:
- to me it sounds as though you dislike all the score keeping, tracking of stuff and generating encounters
- you like to maintain a story line, and dislike it when PC's get side trekked, especially since this means additional generation of sub-plots and encounters

Some thougts:
- have a plotline that is so ffing obvious that the PC's will follow it. This is not necessarily the same as railroading, and even though railroading has a (somewhat deservedly) bad name, there is nothing wrong with a nice railroad ride if all players are having fun and agree that it is the way to go
- try to stay a way from strict plotlines, DM more free form with only a rough overall idea in mind. Have the PC's actions steer the story and use the posts of the players to feed your further crystallizing of thoughts
- stay away from modules 'as written', PC's will surely do things 'not in the book'. Use modules only to take apart, use maps, NPC's, subplots etc. as ideas, small side treks
- read up on the 'lazy DM advice' on this board, forgot who posted it, but it has tons of good advice on prepping just enough to be prepared

Maybe the PBP format is the problem. Don't know the frequency you play at, but maybe it is too slow and you lose energy? Maybe it is too often and you don't have enough time?

Key is to figure out what elements of DM'ming are the ones that get you going, and try to keep as close to that style as possible.
 

Not sure if this helps, but have you considered an alternative to PBP. I've been playing on-line using Skype, just using text-based chat, and it worked quite well.

Maybe, instead of DMing, what you really want to do is write a story? Maybe you could combine the two, and write up a story based on the sessions; that might keep the interest going.
 

My advice would be to loosen up on the plot.

whether its homebrew or modules, running a plot means about 1 thing in my experiance

The PC's "Pelor bless their souls" fub it up

two solutions : a plot so blatently obvious that a unconcious flail snail with hemmoroids could follow it

no plot.

I tend to prepare 5-6 kewl indivudal encounters (often with monsters as apposed to npc's so i don't have to MAKE the npc, and often use SRD to print out the specific's so i don't have to write it down.

I then tend to roll a d6, and throw the encounters randomly at people

and i think the amazing thing is the pC's tend to make a story out of it, see cause and effect and all that, mostly because they are looking for it.

I works for me , i hope this helps

(Boy my Pc's never really forgave me for that fiendish T-rex eating them and them having an random encounter in it's gullet)

Logos
 

Hi Goddess!

DM burnout always seems to occur in 3.5E because the monsters and the settings are so complicated. I think you are a perfectionist who loves the process of creating the setting etc but then gets frustrated when the adventure is running because you feel you cannot maintain the standard you set at the beginning because of TIME! I was just the same; I always started campaigns and never finished them.

The trick is to start lite; with very little planning and evolve the game as you go. This includes the big megaplot that is behind all the small ones.

So throw out the complications as follows;

1) Start your game with almost no planning. Use a published setting that you like and don't pre-modify it, just read it and know it reasonably well. If you can, wing the whole session. All you need to do to run a 3.5E game is have a few possible microstories in your head with NO NUMBERs or even monsters attached. I once ran an entire session by just knowing that SOMEONE was planning to release a dire bear from its cage in the middle of a religious festival. I didn't know who or why, I just invented the plot as I went. It was one of my best ever sessions.

2) Know the monster manual well enough that if the PCs decide they want to become big game hunters you can accomodate them at the drop of a hat. Annotate the monster manual with post-its by level so you can find monsters quickly by level/CR.

3) Pick up on little things you invented in the first few sessions to create some kind of LOOSE over-arching plot. Often, I find that one comes to me while I am DMing or thinking about a session afterwards.

4) Don't have your plot SO set; the parts of it you have revealed to your players ARE set in stone, everything else is fluid. So if you get bored with the plot after a few weeks, or if the PCs have de-railed it without knowing, or if it becomes too obvious then twist or change it.

5) If you are COMPLETELY stuck for ideas before a session, just pick 4 monsters from the manual, think how you might connect them and then just draw a very simple dungeon in 4 minutes with lines and circles. Basically, run a combat heavy session.

6) Mix things up; don't play combat encounters every session, or roleplaying encounters, or anything else. Try a different style every few sessions to keep you and your players fresh.

7) RESOLVE your microstories in 1-2 sessions and keep the story moving forward. Don't keep inventing plot hooks without putting some "to bed".

Hope this helps. See the articles on www.roleplayingtips.com for more tips on preventing DM burnout. They have some great articles in the ARCHIVES section.
 

Whisper72 said:
Maybe the PBP format is the problem. Don't know the frequency you play at, but maybe it is too slow and you lose energy? Maybe it is too often and you don't have enough time?

Sorry, I should have clarified – I’ve tried running games in both face-to-face format and PBP, and had pretty much the same problem in both formats.

theskyfullofdust said:
Not sure if this helps, but have you considered an alternative to PBP. I've been playing on-line using Skype, just using text-based chat, and it worked quite well.

Skype is an interesting idea, but my work schedule makes it difficult for me to schedule a reoccurring day/time to game, that’s why I was thinking of PBP… so that I didn’t have to worry about being home and ready at 6 pm sharp on Wednesdays or whenever... also one of the reasons I was considering a PBP this time around, if I do it. :)

Whisper72 said:
- to me it sounds as though you dislike all the score keeping, tracking of stuff and generating encounters
- you like to maintain a story line, and dislike it when PC's get side trekked, especially since this means additional generation of sub-plots and encounters

That’s pretty close to what I was trying to get at…. Although, I don’t mind when the PCs get sidetreked from my plot – I like to see them taking an interest in their characters motivations and etc. rather than just blindly following the plot hooks. I think that my issue comes from the extra work bogging me down.

theskyfullofdust said:
Maybe, instead of DMing, what you really want to do is write a story? Maybe you could combine the two, and write up a story based on the sessions; that might keep the interest going.

Actually, I do write short stories as a hobby as well – I haven’t considering writing a ‘Story Hour’ though. :) That might help….

Whisper72 said:
- try to stay a way from strict plotlines, DM more free form with only a rough overall idea in mind. Have the PC's actions steer the story and use the posts of the players to feed your further crystallizing of thoughts

Logos7 said:
no plot.

I tend to prepare 5-6 kewl indivudal encounters (often with monsters as apposed to npc's so i don't have to MAKE the npc, and often use SRD to print out the specific's so i don't have to write it down.

I then tend to roll a d6, and throw the encounters randomly at people

and i think the amazing thing is the pC's tend to make a story out of it, see cause and effect and all that, mostly because they are looking for it.

This actually sounds like a good idea… I’ve tried it in face-to-face gaming, but I just don’t think fast enough on my feet to keep up with the PCs. It didn’t occur to me to use it in PBP gaming, where I have a chance to come up with reactions.

I’m also going to try my google-fu to look up that Lazy DM thread….

Ydars said:
DM burnout always seems to occur in 3.5E because the monsters and the settings are so complicated. I think you are a perfectionist who loves the process of creating the setting etc but then gets frustrated when the adventure is running because you feel you cannot maintain the standard you set at the beginning because of TIME! I was just the same; I always started campaigns and never finished them.

Yeah, that’s pretty much what happens with me, I think… glad to know I’m not the only one…. Thanks for your tips!
 

Hmm other than the advice already given, all I can really add is to try a new game system that doesn't have as much "paperwork".
 

First I would be on the lookout for another rules system that does not put that much pressure on you. Go rules-light and instead of using mechanics for the resolution of a situation just use narration with the occasional throw of the dice in it. It is always better to be able to concentrate on the story rather than the rules, especially for a DM that might feel overwhelmed by too many rules at hand.

I made a similar, IMO, mistake in that I wanted to create that huge, epic and long super campaign and put the players on its tracks. First off, tracks in RPGs are there to be left by the players at the first possible, and worst, moment. So instead just build the framework, the world with plots and hooks all over the place. But do not prepare too much ahead. Wait and see where the players are going and then expand the little plot dots into stories where needed. Sometimes the players will walk up to a dot but will find it not interesting enough, so they just move on. But once you see that the get interested in a certain dot you can start to let your creative juices flow freely and make an adventure out of it. Whether you use an existing module there with your own changes or you create you own adventure is up to you.

In general I prefer that the players write their own path and that the DM just follows them closely while watching, listening and feeling about what they want to do next. Then the DM jumps in and presents them an oportunity to adventure.

While this approach means much less preparation for you it also meens more excitement for the players and you because both of you never really know what comes next :)

Just my 2 cents
 

The term for this in writing is "mid-novel slump" and it is a result, most often, of starting a project before it's ripe. It is possible that what you want to write is not a short story or an adventure, but a novel. It's possible that you don't want a project, just an amusement. Play around with the worldbuilding as a fun activity in itself - it's no bigger a time-waster than videogames or channel-surfing - and only if you keep coming back to the same material over time should you make a commitment to work or play it out.

I've noticed that some people have a hard time telling campaign ideas from novel ideas. A good guideline is that, if you have a set plot in mind or picture one or two characters as the center of it, it's a story. If you have an open world and a couple of villains or problem situations, you've got a campaign. Example: "In the ravaged hall of King Gundar, Hackem the Invader sneers at the pitiful remnant of the household escaping in an open boat and declares them to be not worth pursuing, never suspecting that the babe in the kitchen maid's arms is the infant son of Gundar who will one day return to claim his kingdom!" That's a book. "Hackem the Invader regards the survivors of his massacre of King Gundar's household as so pathetic they aren't worth chasing, so he lets them escape in an open boat. Who are these people, and do they choose to try to make for one of the friendly southern kingdoms (possibly bringing it to the attention of Hackem, possibly warning them), follow the ocean currents west to a new and mysterious land, take refuge in the monster-haunted archipelago to the north, or come to land in a remote portion of Gundar's land and lead the resistence against Hackem? Or some other option I never even thought of?" That's a campaign.

If you want to use this urge specifically in gaming, I suggest that you find a different system or get someone else to take care of the chores you find irksome. Use NPC generators, existing maps, that kind of thing; and don't overlook the possibility of getting your rules-maven players to do some of your work. That sounds strange, but it works for me because I have two people who are good with the translating concepts into mechanics and if I say something like: "I really need some kind of general demographic data on this community you're in, what percentage would be PC classes and so on," bingo, I have an 8-page treatise in my mailbox. I also pay attention to their reactions when using unfamiliar portions of the rules, and let them take the lead when something unfamiliar is used in game. They know how ballistae, trebuchets, and catapults work better than I do and are happy to take my general statements about what's going on and translate how that works into game terms. Obviously you should reward this behavior if you can get it - in my case, people who take on GM chores get access to splatbooks other people don't.

It's all about discipline and knowing what you really want to do.
 


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