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
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
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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.
Community
General Tabletop Discussion
*Dungeons & Dragons
Understanding DM Fatigue
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="MNblockhead" data-source="post: 7884221" data-attributes="member: 6796661"><p>Haven't had a real burn out with 5e yet. I've been good at realizing when things were not working for me and have been able to talk to players to pivot and avoid burn out. The one thing I do that starts to lead to burn out is wrapping in to many mini games and adding complexity to my campaigns to the point where I start to have a significant amount of work for record keeping, rather than focusing on story and the next game. </p><p></p><p>I'm pretty open with character options and I trust my players enough that I don't feel like I have to be the expert in every character class, feat, and spell. But when you start throwing in downtime activity, what seems like a fun mini game that you can play by post with players between sessions becomes increasingly more work as a campaign progresses. </p><p></p><p>What helps get me through this is:</p><p></p><p>(1) I trust my players to take care of much of the record keeping, such as loot inventories, faction points, etc. </p><p></p><p>If I had to referee and audit treasure accumulation and spending, it would make the game much less fun for me. </p><p></p><p>Similarly, my players are experience and mature. They know their characters and their characters' abilities and I trust them to play by the rules. I don't have to look over their characters or explain their abilities to them. </p><p></p><p>(2) As the players advance in level, I abstract a lot of downtime rules more and more. As you are more important, powerful, and wealthy, you focus on grander goals and more momentous problems. Eventually, you figure that the characters have systems in place and people to take care of running their strongholds, protecting their loot, and managing commitments and relationships. At lower levels I may use something like Matt Colville's Strongholds and Followers, but higher levels use more abstracted roles like that in the DMs guide, and eventually, we don't track that stuff at all other then a major story based event (a siege, mutiny, discovery of some evil infiltration, etc.). </p><p></p><p>This abstracting as players level even applies to leveling itself in some cases. In my first 5e campaign, I eventually moved to milestone leveling. I would have a one to three session adventure that starts "the party has been called together once again to face a new evil in the land..." and they would level up to the appropriate level. </p><p></p><p>(3) Not all DM works needs to be done by the DM</p><p></p><p>It is common advice, but advice I've been slow to learn. Let the players take on some of the responsibilities that would typically be considered the DM's job. Examples:</p><p></p><p>1. Tracking initiative. For on-line games I use software, but for at-table games I'll often assign someone to track initiative. </p><p></p><p>2. Time tracking. Not only is this one less thing for the DM to worry about and forget about, but if you want the players to really have a sense of time and urgency, make them track time, move the counter, track the count-down, etc. </p><p></p><p>3. Manage NPC allies. Usually I have the players run the NPCs. I'll give some guidelines on how the NPC will behave during exploration, combat, etc. That way I only have to provide the roleplay conversation or jump in when the story calls for the NPC to do something specific. </p><p></p><p>This all allows me to focus my time on the story and preparing the adventure.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7884221, member: 6796661"] Haven't had a real burn out with 5e yet. I've been good at realizing when things were not working for me and have been able to talk to players to pivot and avoid burn out. The one thing I do that starts to lead to burn out is wrapping in to many mini games and adding complexity to my campaigns to the point where I start to have a significant amount of work for record keeping, rather than focusing on story and the next game. I'm pretty open with character options and I trust my players enough that I don't feel like I have to be the expert in every character class, feat, and spell. But when you start throwing in downtime activity, what seems like a fun mini game that you can play by post with players between sessions becomes increasingly more work as a campaign progresses. What helps get me through this is: (1) I trust my players to take care of much of the record keeping, such as loot inventories, faction points, etc. If I had to referee and audit treasure accumulation and spending, it would make the game much less fun for me. Similarly, my players are experience and mature. They know their characters and their characters' abilities and I trust them to play by the rules. I don't have to look over their characters or explain their abilities to them. (2) As the players advance in level, I abstract a lot of downtime rules more and more. As you are more important, powerful, and wealthy, you focus on grander goals and more momentous problems. Eventually, you figure that the characters have systems in place and people to take care of running their strongholds, protecting their loot, and managing commitments and relationships. At lower levels I may use something like Matt Colville's Strongholds and Followers, but higher levels use more abstracted roles like that in the DMs guide, and eventually, we don't track that stuff at all other then a major story based event (a siege, mutiny, discovery of some evil infiltration, etc.). This abstracting as players level even applies to leveling itself in some cases. In my first 5e campaign, I eventually moved to milestone leveling. I would have a one to three session adventure that starts "the party has been called together once again to face a new evil in the land..." and they would level up to the appropriate level. (3) Not all DM works needs to be done by the DM It is common advice, but advice I've been slow to learn. Let the players take on some of the responsibilities that would typically be considered the DM's job. Examples: 1. Tracking initiative. For on-line games I use software, but for at-table games I'll often assign someone to track initiative. 2. Time tracking. Not only is this one less thing for the DM to worry about and forget about, but if you want the players to really have a sense of time and urgency, make them track time, move the counter, track the count-down, etc. 3. Manage NPC allies. Usually I have the players run the NPCs. I'll give some guidelines on how the NPC will behave during exploration, combat, etc. That way I only have to provide the roleplay conversation or jump in when the story calls for the NPC to do something specific. This all allows me to focus my time on the story and preparing the adventure. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Understanding DM Fatigue
Top