Ed Cha
Community Supporter
Emirikol said:Well, besides players moving or having work schedule changes, here are the two main things that I've seen over and over and over that doom a group everytime:
1. The DM tries to re-create the wheel every session and pats himself on the back for it but eventually burns-out.
2. The DM doesn't create or enforce speedy combats (nails 65% of the player boredom problem).
Interesting theory on point #2 and something that I've pondered for a while now.
Time and time again, I hear DMs saying they don't buy published adventures because they're "creative enough to think of their own ideas". With a few exceptions, my observation is that these people generally seem to run games with NPCs that lack personality and have very little story development. I see a "unique and different" world after world being created, but without full-time devotion to a setting I can see how it's difficult to keep up with all the work involved and things gradually falling apart.
I don't think published adventures are the silver bullet as there is always going to be DM burnout, but I do think people should pick up more than they are right now. Sure, many aren't very good, but some are and even if you don't use them they're good for ideas and inspiration. Just like if you want to know how to write a book, you've got to read a few, if you want to design an adventure, you've got to look over a few. You can't keep referring back to a module made back in the early 80s for all your creativity in adventures either.