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
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