Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*TTRPGs General
Non Serious Players
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Castellan" data-source="post: 1271027" data-attributes="member: 639"><p>Consider that it might be possible that your players need a change of pace. If you've been doing some intense adventures where the PCs' actions are important to the world and the plot, they may be getting burnt out on the whole hero thing.</p><p></p><p>Back in early 2001, when I started my current FR campaign with my players, we started with a simple dungeon crawl, followed by ever-more-intense events. About 6 months after we started playing, the players really began to "lose interest." I don't think they didn't care anymore, but instead, I think they were just tired of being "heroes" who <strong>had</strong> to save the world. (or in this case, their home town)</p><p></p><p>So, we ran a few sessions where there were more comical NPCs and events, and the players really relaxed. They had a lot of fun, and let down their guard. <strong>Then</strong> I had an NPC trick them into doing some work for an Illithid, captured one of the players' sisters, nearly killed her, and set the PCs running for their lives, rather than saving everyone.</p><p></p><p>They're just now reaching a point where they're really back to "saving the world," again.</p><p></p><p>Basically, when they were starting to get goofy, I let the game get a little goofy to keep their interest. Then, I just changed the theme of the game from time to time so they wouldn't get bored. I don't think I've got it down really well (I'm sensing now that they need something new, again) and I'm learning as I go, but there's something to be said for not letting the players get used to one kind of game.</p><p></p><p>In short, try changing the tone of the game for a little while. Take them on a side track that is more humorous or silly. Then after a couple of months of gaming, try something else. Maybe a sea journey (my players got their first one of these over the last two weeks, and they're literally drooling for more) or a completely different culture. If they're used to dungeons, give them an above-ground adventure. If plot hooks usually come to them, try making up 6 or 7 and just leaving clues around until one of them gets curious. Or, don't be so subtle. Curse them in some way that none of the locals can help remove it, so they have to figure out what's going on with them and where to go to solve the problem.</p><p></p><p>Of course, you could also set D&D aside for a week or two and play a good game of Robo-Rally, or poker, or something, too!</p></blockquote><p></p>
[QUOTE="Castellan, post: 1271027, member: 639"] Consider that it might be possible that your players need a change of pace. If you've been doing some intense adventures where the PCs' actions are important to the world and the plot, they may be getting burnt out on the whole hero thing. Back in early 2001, when I started my current FR campaign with my players, we started with a simple dungeon crawl, followed by ever-more-intense events. About 6 months after we started playing, the players really began to "lose interest." I don't think they didn't care anymore, but instead, I think they were just tired of being "heroes" who [b]had[/b] to save the world. (or in this case, their home town) So, we ran a few sessions where there were more comical NPCs and events, and the players really relaxed. They had a lot of fun, and let down their guard. [b]Then[/b] I had an NPC trick them into doing some work for an Illithid, captured one of the players' sisters, nearly killed her, and set the PCs running for their lives, rather than saving everyone. They're just now reaching a point where they're really back to "saving the world," again. Basically, when they were starting to get goofy, I let the game get a little goofy to keep their interest. Then, I just changed the theme of the game from time to time so they wouldn't get bored. I don't think I've got it down really well (I'm sensing now that they need something new, again) and I'm learning as I go, but there's something to be said for not letting the players get used to one kind of game. In short, try changing the tone of the game for a little while. Take them on a side track that is more humorous or silly. Then after a couple of months of gaming, try something else. Maybe a sea journey (my players got their first one of these over the last two weeks, and they're literally drooling for more) or a completely different culture. If they're used to dungeons, give them an above-ground adventure. If plot hooks usually come to them, try making up 6 or 7 and just leaving clues around until one of them gets curious. Or, don't be so subtle. Curse them in some way that none of the locals can help remove it, so they have to figure out what's going on with them and where to go to solve the problem. Of course, you could also set D&D aside for a week or two and play a good game of Robo-Rally, or poker, or something, too! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Non Serious Players
Top