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ronpyatt
Monday 12-25-2006, 02:19 PM
What things make a game trivial, less exciting, uninspiring, and generally less than memorable?

I've run and played in a lot of one-shot games, and many have been exciting jaunts into genres that many gamers (including me) are not willing to extend into regular campaigns. Then there were those one-shots that were simply not fun. Aside from one-shots, I've been in games that I found difficult to really enjoy, get into character, and immerse myself into to the setting.

Trivial games may have one or more of the following:
Too many random encounters
PCs role is secondary to even the lowest statted NPC
Heroic efforts are never left unpunished
No clues to anything that is happening in the campaign
GM changes rules as needed for his NPCs to defeat the PCs
Killer GM sets out to kill the PCs on the 1st session
Something important not happening because there was no rule for it

Although some very good games might have any number of those things, there are other signs to look out for...

What are the signs of a lame campaign?

I have a few ideas about what signals a GM might get about his game that players may not being drawn into their game.
Lack of interest - players dropping out, not showing up
Less character detail/background
Forgetting to "level" - or spend XP
Changing characters - player sets to kill off one for another (repeatedly)
Plays a strict Paladin - or other class with anti-social intentions

YMMV

grimwell
Tuesday 12-26-2006, 11:00 AM
Detail, or lack thereof. I think that's the critical element in any type of game.

I spend all kinds of time thinking about my game (when I should be working, etc.) and then when it comes to that precious few hours a week where I get to actively plan on paper for the next session, I take all those thoughts and work them out until I'm happy. That does not mean I have books and books full of NPC's and the like, but it does mean that I've heavily considered what my players are doing, what the NPC's in the plot line are doing, and have even done contingency planning to be ready for them to walk to the edge of the map.

This is useful in a role play centric game for sure, but even in a game where it's all numbers and dice (I don't get into those very often, but sometimes you gotta have the beer & pretzels session).

I look for this in GM's that I play under as well. People who care enough about what they are doing to think about it sooner than five minutes before game time. ;) You can tell when you are in a game where thought is happening.