Keeping interest in DMing a game

For me one key to avoiding this kind of burnout was to stop running campaigns that had huge metaplots. Run one adventure at a time, and if you feel like linking things together a bit more do no more than 2-3 adventures as one plot strand. Don't be afraid to tie up loose ends more often and earlier. For me, the narrative "debt" I could sometimes build up over the course of a long campaign became too much to try to pay off and I felt like I would let myself and my players down if I didn't pull it off just right.
 

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Woas said:
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".

This was my first thought.


My second thought was try to run a game in a format that doesn't require as much participation, or limit the participation if you're sold on PBP. For example, does your PBP run continuously? If so, run it on weekdays only, or every other week, or something like that so you have regularly scheduled breaks from it.
 

Whisper72 said:
- 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

Anyone have a link? My google-fu is not strong. (I can't find it, although this thread comes up in a search.)


Also, many people have suggested a more rules-light system - does anyone have any suggestions?... I've got a few systems that I am going to be looking at, but I'd like to hear any reviews/suggestions/personal experiences with any.


Thanks for all the advice, everyone...
 
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Well there's a lot of resources out there. Roleplaying Tips For Roleplayers is a good one (linked above). So is the old Ray Winninger Dungeoncraft Articles. Along with a bunch of threads here on the boards for example: this one for a start and I know there are a ton more.

As for suggesting more light-weight game systems. Really any system thats going to let you deal with NPCs (both friend and foe to the characters) in a quick and dirty, yet eloquent way is going to be a step in the right direction. Heck even just using D&D as it is now and just saying to yourself (and letting your players understand this too) that you're going be a little loose with NPC rules could be your ticket. Basically you don't want to play yourself into a situation where "running the game" is more of a burden than "playing the game". And not having to worry about stating up NPCs and monsters is a big help because you can spend your time on hitting the story-archs and plot-lines instead.

So it really depends on what kind of a game you and your players want to play. My personal "spectrum of gaming" and thus what I can suggest to you from experience is: Wushu (a free, super cinematic sort of storytelling game) < Dogs in the Vineyard < Savage Worlds < Iron Heroes/Arcana Evolved (aka D&D).

Hope that helps.



Goddess FallenAngel said:
Anyone have a link? My google-fu is not strong. (I can't find it, although this thread comes up in a search.)


Also, many people have suggested a more rules-light system - does anyone have any suggestions?... I've got a few systems that I am going to be looking at, but I'd like to hear any reviews/suggestions/personal experiences with any.


Thanks for all the advice, everyone...
 

Do a mini campaign. Plan out four adventures that are loosely tied together. Let everyone who is coming into the game know it has a finite life - say 4 sessions (1 short adventure each). With the end in sight it is often easier to keep going. If the campaign rocks - keep the PCs and do another mini campaign with the same setting and PCs at a later date. I have had massive campaigns sprout from this construct - of course, I prefer to DM.
 

I copied the post's insights onto word, so I will repost the content. Forgot who was the one who originally wrote it up though, so unfortunately can't give the credits to the original author. Anyhoo, here is the content of the post:

MinMaxing as a DM or how to be a lazy DM and still have success
________________________________________
No, rest your fears - this is not about making the ultimate party-killer NPC and if that is a good or bad thing. This post - and hopefully thread - is about making the most out of your time spent on DMing, or to be more precise, about how to spend the least amount of preparation time (and money) for your campaign. This is for those among us DMs who can't spend hours upon hours on preparing each week anymore yet still demand (and have the players expect) the best of their campaign.

So, here is my take on DMing as a lazy DM:


Check what you have to do

First thing you have to do in order to be able to spend just enough time on your campaign is to take a look at what your players want and like.

If you have no one interested in dungeon crawling then you can drop all that mapping out and outfitting of the ultimate dungeon/cavern system and cancel those orders for the latest meat grinder mega adventure. If you have no player interested in puzzle solving or bypassing/disabling traps, don't spend time on thinking about puzzles and traps. If you have no one interested in intrigue and politics, don't spend hours making up a complex system of checks and balances. If no one really likes extended combat, don't prepare countless encounters.

So, take stock of what your players like, then concentrate on those points and wing the rest.


Start out small, then let it grow

I know, most will assume that buying a campaign setting is much easier than building one, but IMHO, this is not so clear. When you buy a campaign setting you have to read it, and often study it carefully to be able to run it efficiently. When you build something up from scratch odds are you know it better, which means less time spent rereading a book.

No matter if you buy a published campaign setting or build your own homebrew, start small. Concentrate on one region, and flesh it out/read it through so you know how it is supposed to work. Then look where the campaign goes, and keep adding as it is needed. Epic campaigns which are plotted out from the start require lots of work, and lots of adjustments during the campaign, in effect doubling your time spent on it. Much easier to just sketch a rough outline and then detail it as it fits.

This also goes for rules. It is much easier - and better for your mental health - if you don't allow every rule from all d20 books published. Especially if it concerns prestige classes and feats. You will have a much easier time preparing if you don't have to check up on dozens of books each time - much easier on your purse as well. A good rule is to force your players to type anything they want use down and give it to you so you have it handy. So, here as well, start the players with a small choice of extra material, and then add as you feel comfortable with.


Reduce to the essential

NPCs don't need to be statted out, especially at low levels. Odds are, no matter in what role they appear - combat, cannon fodder, services - they will never have to use all their skill points. So you can just use (level+3+X) for their "good" skills, X being stat adjustments and maybe Skill focus, and half that for average skills. During combat you can decide on the fly if your mook has power attack or dodge. To start you only need to know his weapon armor and level. Here you can cheat - if you got a name and a short description the NPC will appear much more "complete" than if it is just a detailed amount of stats and numbers.

Locations do not need to be mapped out either unless your players are compulsory explorers - just keep a basic outline in your head and steer the players to the locations you want them to visit. And if you map them out, don't fret over details - add them as needed during a game. A map only serves to make it easier to imagine the layout of a place, and sometimes to conduct combat easier. It does not have to be a piece of art.

Plots do not need to be detailed that much either - just decide who wants what, and then let the NPCs involved act and react during the campaign. This works for the Epic plot outline as well as for the thief trying to rob a party member.


Make the most of what you do

If you do spend the time on statting out an NPC or mapping out a lair, make sure you can use it as much as possible. Even if the NPC you painstakingly built with classes, feat, skill points and money spent to the last copper does not survive its first combat you can often have an evil necromancer make him into an undead, or an evil cleric raise him, and have another go at the party. Then, drop the description and background, and throw him in your NPC file - a couple levels later the one-man-threat will make a good, detailed set of stats should you need that new NPC statted out on the fly.

Same goes for maps - that one castle you mapped out can be revisited later, many times if you do it right, or can be altered a bit and reused.

Finally, reuse plots and encounters that were not used - and even some that were used, with a twist.

Also make sure you keep track of the NPCs involved in an adventure - not only is it easier to reuse an NPC than build another one from scratch, stats and background and motivation and all, but it also adds to the players' immersion if they do not fight and rescue strangers they never meet again each adventure, but may meet people they know, friends and foes alike, from time to time, sometimes in different roles. Yes, this means, make notes during the game.

Finally, if you have a detailed campaign going, keep it going. Don't restart another campaign in a totally different setting each month. Don't TPK and end it. Milk the campaign for whatever it is worth, and the payoff for any work spent on preparing the region or world will be that much greater.


Wing it when possible

Be ready to open sideplots and twists when the situation allows for it, even if you did not plan for it. If you got a solid framework of stock NPCs, plots and notes you will be able to DM such things on the fly, taking an adventure in directions you did not plan ahead for without stumbling or railroading. The players get into trouble with the watch? Look if you can use this to get them into contact with that thieves guild you had outlined a bit, or as a start up to get them on the track of the corrupt mayor plotting against the king.


Steal, borrow, copy - from others and your players

Many people think you have to do all on your own, or it is cheap, bad or both. This is not true. If you truly want to be the best lazy DM there is you will have to drop false pride and take whatever you can from others. Again, this is about efficient use of your time - if you spend an hour searching the web for a map you could have drawn yourself in 20 minutes you are doing something wrong. This works best if you just keep and open mind, and note down a link when you see something you need (or are pretty sure you will be able to use later).

One of the best sources for tactics to steal from are your players. Look what tactics they use, and what feats, and make notes - what works for them works for you. If one of your players likes to summon monster you will get an insight in the efficient use of monsters, and their capabilities. A little time spent on EN world is also a very good source of tactics - as long as you can stay away from the discussion threads about roll-playing, gender in game and Magic.

Plots and NPCs you can get from anywhere - movies, books, story hours, web files. Don't be shy to adjust, and don't fixate on fantasy. That obnoxious police inspector playing the fool can make an interesting city watch official. Even that soap opera you zapped into by mistake can offer interesting plot twists.

Cultures and traditions you can take from history and contemporary countries as well as books and movies. Just having such an image makes it easier to decide how works the culture, and having such a role model also will enable you to use a fitting name list for your NPCs.


Let others work for you

This does not mean buy stock adventures - I found those are often more trouble than they are worth to adapt to my playing group's style and preference - but mainly, let your players do their part. If you have a player playing a cleric, let him add details to the church, add an order of paladins etc. - you can adjust those as you see fit.

It also works in game. Encourage players to start their own goals and plots, and go with it. Less work for you, both in and out of game.


Keep it all together

Making notes during a game is one thing, but I found that (at least in my case) as important is reviewing those notes, and organising them after the game. When I prepare each session I go through the notes I penned for and during my last game, and write a short synopsis of the game session - adjusting the notes for the NPCs involved, adding new NPCs I made up on the fly to my files, transferring dead NPCs to the "mook stats" file and tallying up what loose ends are left, and what consequences the party faces. Often, most of my preparation is finished after I have done this - hooks and ideas for the next adventures are often already there as a result of this.


Hope this helps a DM with time constraints.
 

Whisper 72; great advice mate! I enjoyed it.

Here is another point as well to amplify something Whisper just said; be aware of the TYPE of campaign you are running. If you run a "local" campaign, i.e. one where the PCs do not travel around alot and use one central area as both a base and a sandbox then it allows you to REUSE all your maps and NPCs, just with a little modification.

So you can build up microstoires from facts you have established about your NPCs and you can reuse the castle where the bandit King was holed up as a base for the evil NPC knight who takes it over and begins rebuilding it etc

This tactic works very effectively if you like stating out all your NPCs because they are not killed each adventure and nor do the PCs move away, invalidating all your work.

For more detailed ideas related to local campaigns see

http://www.roleplayingtips.com/readissue.php?number=237
and
http://www.roleplayingtips.com/readissue.php?number=238
 

My best advice is keep trying new things and testing yourself and your players. Take pride in your DMing skills and seek to expand your repetoire at every turn.

DM burnout is a bummer, so for Sinister Adventures, one of the first things I implemented on my website is a DM Advice blog. I'm chiming in, but so will Wolfgang Baur, Erik Mona, past victors of Iron Dungeonmaster and other masters of the Art-Behind-The-Screen.
 


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