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<blockquote data-quote="gizmo33" data-source="post: 2227187" data-attributes="member: 30001"><p>Mysteries, intrigue, and lots of possibilities and you're wondering why you can't stay interested or keep your players focused? All the other advice on this thread makes sense, but I'm wondering whether or not something else is going on. </p><p> </p><p>Perhaps your ideas are better suited to a novel than an RPG. I throw half of my ideas out for that reason. Maybe spend some time trying to figure out which of your campaign ideas would be well suited to a game and use those to build the adventures. It's one thing to have an interesting campaign world - but that isn't guarranteed to make for interesting games.</p><p> </p><p>One thing that really helped me was to bring back more mystery to the game - there is an excellent Dragon Magazine article from the old days that covers this (I'll try to find it.) The other thing is that you should probably play more instead of GM. Play with an eye towards figuring out what makes an interesting game. Spend some time on the other side of the screen, and think about the things you *wish* your DM did and do those in your game. If you think it would have been cool if that one evil patron had another, more powerful figure backing him, for example, use that in your game the next chance. Nothing makes me want to DM more than playing in someone else's game.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 2227187, member: 30001"] Mysteries, intrigue, and lots of possibilities and you're wondering why you can't stay interested or keep your players focused? All the other advice on this thread makes sense, but I'm wondering whether or not something else is going on. Perhaps your ideas are better suited to a novel than an RPG. I throw half of my ideas out for that reason. Maybe spend some time trying to figure out which of your campaign ideas would be well suited to a game and use those to build the adventures. It's one thing to have an interesting campaign world - but that isn't guarranteed to make for interesting games. One thing that really helped me was to bring back more mystery to the game - there is an excellent Dragon Magazine article from the old days that covers this (I'll try to find it.) The other thing is that you should probably play more instead of GM. Play with an eye towards figuring out what makes an interesting game. Spend some time on the other side of the screen, and think about the things you *wish* your DM did and do those in your game. If you think it would have been cool if that one evil patron had another, more powerful figure backing him, for example, use that in your game the next chance. Nothing makes me want to DM more than playing in someone else's game. [/QUOTE]
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