Ulrick
First Post
Kzach: Do you ever think your problem might be with your players?
It sounds like you are studying to be a great DM. But sometimes all of that advice online and it books falls short to players who are just game-wreckers. It only takes a couple in a group to cause things to fall apart before the other player start seeking other things to do. This people do slip under the radar, especially if you don't have a well-established pool of players to draw from. However, players can also be the best form of feedback you can have as a DM. Advice outside the gaming group doesn't matter if the player's don't like what you are doing.
I've been DMing for an almost straight 22 years. And I've had maybe a half dozen campaigns last more than six months. If they make it that far, then they last about a year to a year and a half. I used to run my games with an indefinite ending, but now I schedule year-long "campaign/story arcs."
Yes, Real Life often intervenes. About half of these failed campaigns I've personally folded because I couldn't stand most the players. And most of them couldn't have done time management and proper if it would save their lives (when you commit to a campaign, be there at least 75% of the time). And I've left campaigns where the other players got annoying and the DM wouldn't do anything ("Yeah, sorry, but my Sunday afternoons just go full.")
My suggestion: Listen to your players, and you'll see what the real problem is.
It sounds like you are studying to be a great DM. But sometimes all of that advice online and it books falls short to players who are just game-wreckers. It only takes a couple in a group to cause things to fall apart before the other player start seeking other things to do. This people do slip under the radar, especially if you don't have a well-established pool of players to draw from. However, players can also be the best form of feedback you can have as a DM. Advice outside the gaming group doesn't matter if the player's don't like what you are doing.
I've been DMing for an almost straight 22 years. And I've had maybe a half dozen campaigns last more than six months. If they make it that far, then they last about a year to a year and a half. I used to run my games with an indefinite ending, but now I schedule year-long "campaign/story arcs."
Yes, Real Life often intervenes. About half of these failed campaigns I've personally folded because I couldn't stand most the players. And most of them couldn't have done time management and proper if it would save their lives (when you commit to a campaign, be there at least 75% of the time). And I've left campaigns where the other players got annoying and the DM wouldn't do anything ("Yeah, sorry, but my Sunday afternoons just go full.")
My suggestion: Listen to your players, and you'll see what the real problem is.