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%

Actually, after the game I played in yesterday, I feel compelled to add: games that don't allow for any character moments. We played for 5 hours yesterday, all of it combat (it was Champions, not D&D). The only time the characters spoke to one another was to yell for help or give an occasional suggestion. Turning my character into a cardboard cut-out is dull, dull, dull.
 

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The_Gneech said:
In the games I've played in, what's tended to cause the most boredom is the GM not taking command of the session........
........So my advice to GMs out there is this: it's up to YOU to make the adventure happen! Keep things moving at all times!

-The Gneech :cool:

The anti -railroading DM, beware new players.

This happened to me as a DM a lot. Even when I specifically gave not so subtle hints.
 

In the campaigns I DM, it's definitely players taking too much time discussing ideas or tactics, by far. In fact, it's the only thing I'm actively trying to change in my group. It happens both in and out of combat; they have to discuss everything ad nauseam until everyone agrees or, failing that, until those that don't agree declare that they're doing it the way they want in any case.

When I play, this doesn't happen nearly as much, largely because I know the symptoms and squashing those wastes of time from within the group is easier. The main source of boredom is that my character has nothing to do. But that's not because my character has nothing to do; it's because all too often I seem to find myself in games where there's bloody nothing to do. In fact, I take pride in creating characters that are at least a bit useful in any sort of situation. It may be bad powergaming, but it makes for good fun.
 

I can honestly state that our group doesn't suffer from any of the problems above. But as there is so much to do for both the individiual and the group sometimes the pace slows as we deal with all the details.

We've recently solved this little problem a couple of sessions ago as players. We decided on a Caller. (me) Not in the traditional sense really. Just someone to take the lead and make sure some of the things that could be done either online, in IM, or by email are bypassed when at the game table. Now we speed along and get plenty done, and have a good deal of momentum. It's more action oriented (in terms of pacing).
 

What bores me most is uninteresting play, be it unending, needless prattle between a PC and an NPC (prattle is good, unending and needless is not) or a long fight with a bunch of low-powered mooks. Though, what bugs me the most is off-topic talk after play has started. Visit before or after, not during.
 

As a GM and a Player, I have found that GMs are responsible for placing an adventure seed before the Players. The Players are responsible for nurturing that seed into becoming something interesting. GMs will manipulate the world about the seed to make things more interesting.

If the Players don’t take to the adventure seed then the GM should indicate to the adventure seed as such.

All in all it’s up to the GM to say- “you are in a tavern and there are quite a few rough looking folk about.”

It’s the Players responsibility to respond- “is our informant here?”

If a Player is bored then he needs to speak up. Take the GM aside if need- “I am getting the feeling my character isn’t needed?”

Speak up. You are at the table to have fun, to entertain and be entertained.
 

like i said in the other thread. I have boring moments but only because my character couldn't talk to natives, and I wasn't informed IC of what I needed OOC to be able to do anything IC by the player doing the talking... confused? so we play poker

so my option is OTHER: Other players not informing other players of in game things and getting all stressed out when he has to translate all the time back and forth. And to consider he works as a translator sometimes IC... the GM we have is great, and the group, great, and we play our characters, and never really metagame so it requires those in the know to be very candid to the group.
 
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"Other."

In the games I DM and play in, the answer is an absolute: PCs without clearly defined goals for that session. Whether those goals are offered by the DM (hopefully in the way of clues, rumors, and so on) or supplied by the players is immaterial. If the PCs have no idea what they want to do next, the game founders.

Ironically, this is conceptually almost the opposite of the "railroading" choice. I think railroading can become the cause of boredom in a game campaign, but in a game session, railroading and other linear structure is much preferable to apathy and confusion.
 

Only one choice? Ouch. I think what bothers me most is when a GM focues too much on other characters, but another thing that really bores me is when a session isn't varied enough. I like roleplaying and I like fighting, but too much at a time gets me bored stiff. For that reason, I don't like dungeon crawls or sessions focused entirely on role-playing.

Also, another thing that helps aid me in getting bored is simply getting tired. I'm more of a morning person, and when my group plays it's usually at night. When I'm too tired, it's hard to find interest in anything.
 

The_Gneech said:
In the games I've played in, what's tended to cause the most boredom is the GM not taking command of the session.

GM: "You're in your room in the tavern."
ME: "Okay."
GM: ...
ME: "Um, well, I go downstairs."
GM: "Okay, you're downstairs now."
ME: ...
GM: ...
ME: "What do I see?"
GM: "The downstairs of the tavern."
ME: "Um. Is there a bartender?"
GM: "Yup."
ME: "Okay, I go up to him and say, 'What ho, bartender!'"
GM: "Okay. He gives you a drink."
ME: ...
GM: ...
ME: "...And?"
GM: "You have a drink now."
ME: "Is there an adventure anywhere in this adventure?"

This happens a lot in combat, too.

GM: "Okay, your turn."
ME: "I attack!" *roll dice, calculate damage*
GM: "He staggers from the blow."
ME: "Mwuhahahaha!"
GM: ...
NEXT PLAYER: ...
ME: ...
GM: ...
NEXT PLAYER: "Is it my turn yet?"

...etc.

So my advice to GMs out there is this: it's up to YOU to make the adventure happen! Keep things moving at all times!

-The Gneech :cool:


I voted 'Other' ... because the above is the most typical reason I see.
The GM is usually the culprit for letting things get out of hand. With a GM like above, players automatically start to get bogged down in boring parts of the game, and then talk off-topic.
 

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