What causes boredom in a game session?

Which causes the most boredom in your group?

  • My character has nothing to do in the game

    Votes: 25 14.3%
  • GM concentrates on other character(s) too much

    Votes: 8 4.6%
  • Combat or other action resolution takes too long

    Votes: 19 10.9%
  • Players take too long discussing ideas/tactics

    Votes: 38 21.7%
  • Players argue over rules too much

    Votes: 9 5.1%
  • Players take too long talking in character to NPCs

    Votes: 6 3.4%
  • Players going off topic too much

    Votes: 36 20.6%
  • The GM is too easy/gives out too much treasure/not enough challenge

    Votes: 5 2.9%
  • The GM is too hard/gives out too little treasure/too much challenge

    Votes: 4 2.3%
  • Not enough choice/the GM railroads the characters

    Votes: 12 6.9%
  • I don't like the setting or game the GM is using

    Votes: 0 0.0%
  • Other (please explain)

    Votes: 13 7.4%


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I replied "other" because our group gets bored when we stop acting. When we get caught up in the rules instead of playing the game. Our attention is held by fascinating landscapes, complex plots, intricate NPCs, ingenious player ideas, quirky or comical personalities, edge-of-your-seat combat and chases, even humdy-drum peasants (if they're kind of funny and have a realistic outlook). When we stop role-playing, that's when the game gets boring.
 

Umbran said:
Events that take a great deal of player time, but which contain little relevant to the plot or action of the game.

I've seen this so many times. A GM creates an npc (that the GM finds fascinating) then doesn't understand why he/she falls flat when introduced to the party. The key is that the characters need something to gain in dealing with the npc. Roleplaying shopping trips is terribly boring to me, unless there's something special to be gained from the roleplaying: a clue, an adventure hook, a hireling, a special item. And once the npc has served its purpose, move it offstage and let the game move on. Just chatting with the npc to no real purpose works for about 60 seconds.

I understand that some groups love the improv theater aspect of the game, but I play to accomplish something and gaming time is too precious to waste on "mingling" with the npc's.
 

der_kluge said:
That's funny. The groups I've been in love to shop. I consider it a fun part of the game.

My experience is that about half of the group loves to shop. The other half sits there bored.
 

Let's look over each of these.

My character has nothing to do in the game: This is my BIGGEST peeve. I have been in games where this is far too common. I remember a cyberpunk game where I was a netrunner ... who had one whole job the whole session. The rest was spent in combat. Boring as all get off...

GM concentrates on other character(s) too much: This can be really nasty, as it shows all sorts of favouritism on top of everything else, thus leading to bad blood in the group. In the end, though, I consider it a subset of the first problem.

Combat or other action resolution takes too long: Man, do I hate long combats. And sessions that are primarily combat-oriented. And "quick combats" that take half an hour to resolve. Let's get back to the playing, people! There is so much more to gaming that simply killing.

Players take too long discussing ideas/tactics: This is usually what creates the problem above. Hang 'em in their own mini-tactics rules!

Players argue over rules too much: Extremely annoying, but not boring. I ban this at my tables.

Players take too long talking in character to NPCs: Nope. This is a lot of fun! Character interaction is what my games are all about!

Players going off topic too much: Define "too much"... ;)

The GM is too easy/gives out too much treasure/not enough challenge: Not boring, just kinda there and a matter of style

The GM is too hard/gives out too little treasure/too much challenge: DEFINITELY not boring! It is nerve jangling, though, and often not appreciated.

Not enough choice/the GM railroads the characters: Yeah, this can be really boring. And annoying. And the kind of game that I avoid like the plague

I don't like the setting or game the GM is using: If I don't like the setting, I probably am not there to begin with; the same goes for the game, though a good GM with an interesting setting can make me overcome my dislike of any given system (such as a fine GURPS campaign set in Tekumel a friend of mine ran many years ago).
 

Psion said:
Of the two things that plague my game the most, I chose the one you listed: players take too long talking in character to NPCs.

Or let me put a finer point on it: SHOPPING.

Amen, brother. I picked the same choice for the same reason. Unfortunately, it's not just the players faults. Some players would rather shop "off camera", but the DM wants the shopping roleplayed. Ugh.
 

It's odd that going off topic and taking too long iwth tactics are the top two as I like both. A lot of my game time goes towards talking about movies (Army of Darkness) and discussing the coolest/best way to kill someone. To the guy two posts above (I think) how doy ou ban discussing rules? SOmetimes it has to be done. Laso doesn't too much in character talk to NPC's lead to my character has nothing to do. It's alos got a lot to do with preference as I'd much rather have a very challenging long fight ( Green Dragon Vs ACL 14 group, very cool) than watch the other guy talk to some politician fro 20 minutes.
 
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Combat, I get bored when it starts hitting round 10.

Followed closely by puzzles. I hate puzzels. When the group sits there for an hour trying to solve a puzzle or a clue its time to either give a hint or forget it I am ready to go home.
 

When my character has nothing to do, or more specifically, when my character has no justifiable reason to take action of any sort.

Examples include:
hour long rogue modules where one player goes off on his own,
social contexts that completely silence/stifle characters (if you talk, off with your head- don't leave this descriptionless room)
locations that lack stimulus to take action (nothing to do in nothingtodotown)
events that require no reaction (i'll sit back while amazing npcs take charge)
enemies that are clearly well beyond the character (First Level Party v. Lich King and Army)
the blatant railroad (sitting there and watching scenery is not playing)
constant previous experiences discouraging exploration (because nothing's out there in town / the forest, etc)

and finally

constantly following another player's plot. (don't touch my shiny plot!)

The last one's tolerable- except in extreme circumstances. In prior campaigns, I've seen that if you weren't Good or Evil, and instead focused on Chaos or Law (or even simply that the DM didn't quite "get" your character), the DM was unable to produce any sort of real plot for you. In this boat, my character became ancillary as other characters routinely recieved hooks, npc allies and enemies, and goals. My character's development had to come from what I managed to inject forcefully into the campaign, along with the slings and arrows dealt to him as he followed along doing what he could to help, and watch, his companions. It is not good to make a player scrounge for scraps of plot and motivation
 
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Psion said:
Or let me put a finer point on it: SHOPPING.

My players are horrible at taking care of this sort of stuff out of game, but I don't have a real good way to deter it. I try to plant some campaign relevant stuff in there, but the non-involved players still get bored.

The other thing that plagues my game is getting started on time. I'm just too busy during the week and find myself scrambling to put together some last minute notes all the time while player are idly chit-chatting. (I usually manage to run a decent game anyways, but still, it vexes me.)

Goodness. If it weren't for the fact you are DM as well, I'd think we are in the same game. Yes, shopping is very s..l..o..w... And it can never be done outside of game for some reason.
 

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