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Burn out

Posted: Mon Nov 04, 2013 5:56 pm
by arouetta
Feeling a little down today. Have a game in two days and no plot. Nada, zip, zero. I've gone through all my usual resources for plot hooks and nothing is clicking.

What's most frustrating is that I have thrown out to the players five major plot hooks and they aren't following up on any of them. So I've been doing filler small stuff from session to session, waiting for them to say "Let's start researching how to do 'x'" and it's not happening. I'm starting to feel like I'm going to have to hit them with a two by four. Repeatedly. One two gods have commanded they do, another only one god commanded them, a third was highly recommended by their best buddy alchemist, a fourth a PC was advised to watch her step as what was happening to other priests could happen to her, and the fifth was player requested - but when the buddy alchemist gave a list of ingredients no one followed up on where to get them.

I'm at the point of flat out asking the players what they do want out of the ongoing plot next session and explaining why I'm feeling so frustrated. I've had plot hooks flushed down the toilet before. But the players (only two of which are still playing) role-played out their disinterest and gave me a fairly clear cut alternate direction to go in. I'm not getting that this time. Just a whatever attitude that leaves me struggling for filler.

Now that I've gone through the pity party, does anyone have resources for medieval fantasy plots? Maybe more resources will help.

Re: Burn out

Posted: Mon Nov 04, 2013 7:45 pm
by Glistam
I've found inspiration here before: http://www222.pair.com/sjohn/blueroom/plots.htm

Re: Burn out

Posted: Tue Nov 05, 2013 4:20 pm
by arouetta
Glistam wrote:I've found inspiration here before: http://www222.pair.com/sjohn/blueroom/plots.htm


Wow, rereading my post, I was really down last night. That list did help lead me to an idea (ironically I already had the list printed out and tucked in my 5 inch thick GM book :-D ) and I called a couple of the players last night to discuss the situation with them. That all helped pull me out of the doldrums.

Here's a couple of resources I've been relying on:

http://rpg.drivethrustuff.com/product/83932/650-Fantasy-City-Encounter-Seeds-%26-Hooks

http://www.roleplayingtips.com/download-your-pdf-1372-roadside-encounter-ideas/

http://www.roleplayingtips.com/5-room-dungeons/

Re: Burn out

Posted: Tue Nov 05, 2013 5:25 pm
by Alrik Vas
Go get'm then. :ok:

Re: Burn out

Posted: Wed Nov 06, 2013 4:26 am
by Noon
What are the player characters life goals?

If they have none...well, I've certainly been caught trying to fan an ember into flame before...an ember which was just not there.

I'll stress, it really isn't a lopsided 'the GM does all the work of entertaining the players' situation. The players have to do some of the entertaining of themselves/entertain each other. It might be a skewed proportion - maybe the GM does 80% of it, the players only 20%. Maybe the GM does 90% and the players 10%. But you can't do 100% of it and expect to be happy as a GM. Playing games is supposed to be entertaining for you - taking on 100% of the job of entertaining just means you wont be entertained. That sucks. Thus burn out.

Re: Burn out

Posted: Thu Nov 07, 2013 11:56 pm
by Rimmerdal
Noon wrote:What are the player characters life goals?

If they have none...well, I've certainly been caught trying to fan an ember into flame before...an ember which was just not there.

I'll stress, it really isn't a lopsided 'the GM does all the work of entertaining the players' situation. The players have to do some of the entertaining of themselves/entertain each other. It might be a skewed proportion - maybe the GM does 80% of it, the players only 20%. Maybe the GM does 90% and the players 10%. But you can't do 100% of it and expect to be happy as a GM. Playing games is supposed to be entertaining for you - taking on 100% of the job of entertaining just means you wont be entertained. That sucks. Thus burn out.



Thats why good players keep goals and ideas on their sheets. most my toons have goals ranging from top score on the Mig Waxer Arcade game to designing a world altering soda can...and even a few useful ones. and when all else fails..pick up a good "choose your own adventure".

I've used Steve Jackson books as adventure ideas.

Re: Burn out

Posted: Sat Nov 09, 2013 11:12 pm
by Lt Gargoyle
I used to ask for certain items my character wanted and started there. As a GM in military games such as Robotech, I use missions. But in rifts and other fantasy games I hint to some rare items out there for the taking. I miss my player who always played a bounty hunter. He always could get the group motivated to go get some cash.

Re: Burn out

Posted: Sun Nov 10, 2013 5:27 am
by The Dark Elf
arouetta wrote:Feeling a little down today. Have a game in two days and no plot. Nada, zip, zero. I've gone through all my usual resources for plot hooks and nothing is clicking.

What's most frustrating is that I have thrown out to the players five major plot hooks and they aren't following up on any of them. So I've been doing filler small stuff from session to session, waiting for them to say "Let's start researching how to do 'x'" and it's not happening. I'm starting to feel like I'm going to have to hit them with a two by four. Repeatedly. One two gods have commanded they do, another only one god commanded them, a third was highly recommended by their best buddy alchemist, a fourth a PC was advised to watch her step as what was happening to other priests could happen to her, and the fifth was player requested - but when the buddy alchemist gave a list of ingredients no one followed up on where to get them.

I'm at the point of flat out asking the players what they do want out of the ongoing plot next session and explaining why I'm feeling so frustrated. I've had plot hooks flushed down the toilet before. But the players (only two of which are still playing) role-played out their disinterest and gave me a fairly clear cut alternate direction to go in. I'm not getting that this time. Just a whatever attitude that leaves me struggling for filler.

Now that I've gone through the pity party, does anyone have resources for medieval fantasy plots? Maybe more resources will help.

what game's it for? PFRPG?

A lot of GMs think of themselves as players & GM. I like more along the lines of characters and NPCs.

You already have a lot going on and I wouldnt recommend throwing in more scenarios especially if there are unrelated to any of your four plots.
You have already established your NPCs (alchemists and GODS!!) so instead of asking how do I as a GM create an interesting plot, the question you need to ask is How do I get them to not ignore the four Ive already set up?
Going back to the Pc/NPC thinking (Instead of a GM). How are these gods responding to a few mere mortals defying their great and holy commands?? Do the PCs really think they can ignore the commands (not suggestions) or a god (or a couple of gods!)? And they expect nothing to happen/no consequences?

I would think of a reaction from your gods that is realistic. what I mean by this is that the god NPC isnt a tool to railroad the PCs with threats or "do it or I'll kill you." the god picked these PCs as he foresees they can accomplish the quest he has in mind. So killing them is the opposite of getting his needed quest completed. So is punishing them with curses or disfigurement (well maybe some curses might work) or lowering their power. BUT - these PCs DO need to learn a lesson that no one ignores a god!
What alignment is the god? If he's evil then the PCs are ******. I recon family members may be kidnapped or a deadline of complete the quest by X or I'll kill you may work.
Gods teaching people lesson do not do it by given out rewards either.

OOOOO - just thought - you could swap the PCs mind and bodies - let them play each other until they do as they are commanded. In fact I love that idea. Go do that...

Re: Burn out

Posted: Sun Nov 10, 2013 10:30 am
by flatline
If your players don't respond to plot hooks, make something happen for them to react to.

Plot hook
Gm: he says the natives are restless, rumors of a new holy man...blah...blah...blah
Players: *yawn*

Making it happen:
Gm: you smell smoke and realize the inn is on fire. you look out the window and see a bunch of natives setting the town on fire...

Of course, the players could ignore the inn being on fire, but unless they like the idea of burning to death, it seems unlikely. Now once they're doing something (presumably trying to escape the conflagration), there's nothing that says they'll get involved in the whole "restless natives" thing, but at least they're not still sitting in the inn ignoring your plot hooks.

If the players weren't biting, one GM I played with would simply start a war between the nation we were in and one of its neighbors. Even if the PCs had no interest in fighting on either side of the war, you can make a whole campaign that revolves around avoiding getting conscripted into the army.

--flatline

Re: Burn out

Posted: Sun Nov 10, 2013 11:50 am
by The Dark Elf
the trick is getting the Players personally involved as mentioned above. That way they WANT to do it and have that "buy-in" to complete the task as best it can be (man I sound like Im giving management training).