A ROLE-PLAYING GAME FEATURE

Boredom



by Kim Eastland
 
Polyhedron - 1st Ed. AD&D - Polyhedron #16
- - - - -

Boredom is one of the deadliest enemies 
of the role-playing game. Players 
may simply avoid games or GMs 
that bore them, but it's a different 
matter for a GM. After months of 
preparation, playing, and development 
of the world and the player characters, 
he notices (if he's lucky) 
that the games are bogging down, 
and the players beginning to yawn or 
not show up at all. More often than 
not, this is a turning point in a campaign 
and determines whether a 
"world" succeeds or not.

For a struggling gamemaster the 
first and most important step to rectifying 
the problem is to quickly identify 
the problem. If you're the GM, 
take an honest look at your campaign 
and yourself as its guiding force. You 
could ask the players for their advice, 
but they may not be any more 
enlightened on the problem than you 
are. You may also be opening yourself 
up for further problems if the players 
interpret your questions as a sign of 
weakness or lack of control over the 
campaign. 

It might help to identify the most 
common causes of a boring campaign. 
The following is a list, in no 
particular order, of some factors that 
can help to make a campaign a real 
"yawner."

A good ref doesn't need to 
memorize all the rules, but he 
should know where they can 
be located.



1. Impossible odds. Is your campaign 
geared for levels higher than your player 
characters' abilities? There's nothing 
more frustrating than getting creamed 
time after time. Try adjusting the monsters, 
magic, etc., down so the party has a 
fighting chance. 

2. Monty Haul worlds. This is the exact 
opposite of the Impossible Odds problem. 
Are your monsters, magic, etc., geared 
too low for the party? Trashing tribes of 
orcs or squads of robotic mercenaries may 
be fun occasionally but grows dull 
quickly. The GM should also keep track 
of magical or technological items given to 
party members. Don't be too niggardly in 
supplies and treasure or you may unfairly 
tip the balance in favor of the non-player 
characters, but don't splurge on goodies 
either. One of the worst worlds I adventured 
in was one of the richest (you could 
buy anything for a price, artifacts and 
all). Remember, once you start escalating 
in power it's very difficult to stop. The 
inability to balance items, skills, and 
power has led to the destruction of 
innumerable campaigns. 

3. Long-winded GMs. Many GMs will 
spend long hours developing a campaign 
or a module for play. Every room or landscape 
is writtne down to the most minute 
detail. When the party happens into that 
area, he feels compelled to share his 
visions with them -- in glowing detail -- 
whethere they want them or not. The 
players aren't allowed to take quick peeks 
or briefly scan an area -- frustrating to 
say the least. Make sure you don't swamp 
your players with poetry. 

4. Unprepared GMs. The antithesis of 
the over-prepared referee is one who is 
constantly winging it because he feels no 
pre-game work is necessary on his part. 
This can give the game a feeling of vertigo, 
and generally deprives the players of 
something to sink their teeth into; the 
"world" often lacks a sense of reality. A 
good ref doesn't need to memorize all the 
rules, but he should know where they can 
be located. You may wish to divide your 
world by geographic location into modules 
for the sake of playing areas, so you 
are never caught unprepared. 

5. Random Encounters GM. This concept 
is closely associated with the ill-prepared 
gamemaster. Do you roll up the 
targeted area and encounters randomly? 
This can give your dungeon, space station, 
or crime headquarters all the logic of 
a chaotic roulette wheel. 

6. Map-crazed GMs or players. No 
game should be constantly bogged down 
by mapping. Worst of all are "creative" 
building plans that are full of curly-q's, 
weird angles, or just generally Rubic-Cubic 
in design. Mapping is an aid to 
adventuring and should be simple and 
quick; it is not an end unto itself. 

7. Overly creative GMs. This one may 
come as a bit of surprise. How can any 
referee be overly creative? To begin with, 
one has to look at the nature of RPGs and 
the desires of the RPG players. The average 
player wants ot gain knowledge of his 
character's world. This is very difficult if 
the referee is constantly pitching curve 
balls at him. The vast majority of RPGs 
on the market are well-balanced and 
designed for repeated use. Orcs, robots, 
and gunmen are usually balanced and 
included for continual use, not a one-shot 
appearance. Players really don't care for 
campaigns where they constantly get 
jumped by unknown monsters or old 
familiars who behave inconsistently. SOme 
innovation is fun, constant unknowns are 
just plain chaotic. 

8. The "stuck-in-a-rut" campaign. 
Possiblythe most common cause of boredom 
is the once entertaining campaign 
that now goes nowhere. Reasons for this 
may include: the GM has little time for 
developing his campaign and a sort of 
"comfortable" pattern (boredom) sets in 
among the GM and players after innumerable 
adventures into the same old 
dungeon, city, or against the opposition; 
PCs have reached a plateau on a 
particular quest; or just a general lack of 
innovation. If ignored by the GM, players 
will start drifting off in search of new 
and exciting experiences, even though the 
potential was in the existing setting to 
progress further, but the players were not 
enticed to. Do you like doing the same old 
thing day after day, whether it's going to 
work, school, or whatever? Of course not! 
The answer to this problem is a new 
"mind-set" ; refocus your attention and 
campaign from time to time on unusual 
experiences, locales, missions, and 
the like. 

Whether you're a player or GM, you 
can benefit from defining a few key 
concepts: 

Fairness: A referee's job is not to punish 
the players or to hand them the world on 
a silver platter. His job is to see that they 
get a fair break in the campaign world. 

Logic: A referee's game world should 
have some logic and consistency in it that 
the players depend on.

Movement: Keep the adventue, and the 
campaign, moving. Extensive mapping, 
shopping trips, etc., should be discouraged. 
It's up to the GM to keep the 
players awake. 

Preparation: The referee is responsible 
for information on most "normal" topics
should the players have questions concerning 
the world. He needn't always 
have it memorized, but he should know 
where to find it quickly. 

Innovation: The key to a long-lasting 
campaign is to keep it interesting, 
inspired, and imaginative. This can be 
supplied by researching areas that pertain 
to the game. 

Balance: A referee's most difficult task is 
balancing the different aspects of a role-playing 
game. This can only be accomplished 
by being sensitive to all of the 
aforementioned topics. 

The key to solving many of the above 
situations is research. Although research 
as a concept is an entirely different subject (and article following this one), if you 
expose yourself to new ideas for inspiration 
and imagination, your game will also 
become more inspired and imaginative, 
which can prevent the players and GM 
from becoming bored.