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The top 2 reasons why gaming groups break up (that you can control)
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<blockquote data-quote="Kid Charlemagne" data-source="post: 1480065" data-attributes="member: 93"><p>I buy the second part of this statement, but don't buy that the first part is the cause of the second part.</p><p></p><p></p><p></p><p>I think that most gamers are completely aware of how tough it is to write an adventure.  I know I am.  It's just very difficult to fit most scenarios into one's own campaign.  It's even tougher to buld the links between pre-made scenarios into your game.</p><p></p><p></p><p></p><p>While those numbers may be accurate, I think you may be misinterpreting them severely (and I think its more likely that the 5% spent on adventures applies to "all gamers" not "DM's").  The WoTC research done to support the 3E launch indicated the reasons why this is.  If you produce an adventure, you're selling to DM's.  If you produce a sourcebook, you're selling to the whole gaming market.</p><p></p><p></p><p> </p><p>Now, this is a completely valid point; however, it's been shown that one of the things DM's like the most about DM'ing is creating their own worlds and adventures.  This is what WoTC's research (the only significant gaming research done to my knowledge) showed.  That's why they made the choices they did with 3E.</p><p></p><p>DM burnout is a huge issue - it doesn't take much hanging around here to see threads about that!  There are other solutions - some of them are ones I've taken myself.</p><p></p><ul> <li data-xf-list-type="ul">You don't <strong>have</strong> to play every week!  This gets tougher to do the older you get.  Every second or third week is fine.</li> <li data-xf-list-type="ul">Try alternating games with another DM if you want to play every week.  I've always played in groups where there were other DM's willing to do this, or to run a five or six session campaign to break up things and relieve the burden.</li> <li data-xf-list-type="ul">Use pre-produced material where you can.  Sometimes this can be published adventures, or ideas gleaned from Story Hours, or ideas taken from sourcebooks.  </li> <li data-xf-list-type="ul">Prepare only what you <em>need</em> to prepare.  At times, I've gone overboard, figuring out every NPC in a city even though the PC's never will meet them.  There's no need!  Create the framework; then fill in the pieces as you need them.</li> <li data-xf-list-type="ul">Use forums like ENWorld or <a href="http://pub109.ezboard.com/baquerra" target="_blank">The Rat Bastard DM's Club</a> to brainstorm or steal ideas.  Whenever I'm stumped, I have a support group of gamers that I don't actually game with that I can run ideas by and ask for suggestions.  </li> </ul></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 1480065, member: 93"] I buy the second part of this statement, but don't buy that the first part is the cause of the second part. I think that most gamers are completely aware of how tough it is to write an adventure. I know I am. It's just very difficult to fit most scenarios into one's own campaign. It's even tougher to buld the links between pre-made scenarios into your game. While those numbers may be accurate, I think you may be misinterpreting them severely (and I think its more likely that the 5% spent on adventures applies to "all gamers" not "DM's"). The WoTC research done to support the 3E launch indicated the reasons why this is. If you produce an adventure, you're selling to DM's. If you produce a sourcebook, you're selling to the whole gaming market. Now, this is a completely valid point; however, it's been shown that one of the things DM's like the most about DM'ing is creating their own worlds and adventures. This is what WoTC's research (the only significant gaming research done to my knowledge) showed. That's why they made the choices they did with 3E. DM burnout is a huge issue - it doesn't take much hanging around here to see threads about that! There are other solutions - some of them are ones I've taken myself. [list] [*]You don't [b]have[/b] to play every week! This gets tougher to do the older you get. Every second or third week is fine. [*]Try alternating games with another DM if you want to play every week. I've always played in groups where there were other DM's willing to do this, or to run a five or six session campaign to break up things and relieve the burden. [*]Use pre-produced material where you can. Sometimes this can be published adventures, or ideas gleaned from Story Hours, or ideas taken from sourcebooks. [*]Prepare only what you [i]need[/i] to prepare. At times, I've gone overboard, figuring out every NPC in a city even though the PC's never will meet them. There's no need! Create the framework; then fill in the pieces as you need them. [*]Use forums like ENWorld or [URL=http://pub109.ezboard.com/baquerra]The Rat Bastard DM's Club[/URL] to brainstorm or steal ideas. Whenever I'm stumped, I have a support group of gamers that I don't actually game with that I can run ideas by and ask for suggestions. [/list] [/QUOTE]
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