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What causes boredom in a game session?
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<blockquote data-quote="clark411" data-source="post: 2458918" data-attributes="member: 4768"><p>When my character has nothing to do, or more specifically, when my character has no justifiable reason to take action of any sort.</p><p></p><p>Examples include: </p><p>hour long rogue modules where one player goes off on his own, </p><p>social contexts that completely silence/stifle characters (if you talk, off with your head- don't leave this descriptionless room)</p><p>locations that lack stimulus to take action (nothing to do in nothingtodotown)</p><p>events that require no reaction (i'll sit back while amazing npcs take charge)</p><p>enemies that are clearly well beyond the character (First Level Party v. Lich King and Army)</p><p>the blatant railroad (sitting there and watching scenery is not playing) </p><p>constant previous experiences discouraging exploration (because nothing's out there in town / the forest, etc)</p><p></p><p>and finally</p><p></p><p>constantly following another player's plot. (don't touch my shiny plot!)</p><p></p><p>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</p></blockquote><p></p>
[QUOTE="clark411, post: 2458918, member: 4768"] 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 [/QUOTE]
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