Skip to main content

A Note for the Burnt Out GM

Every now and then, GMs get overwhelmed and burnt out, worrying so much about players and rules and games that it all spirals downword into desperation.  We all end up there.  A while back I wrote a brief note to one such GM, who was fighting character deaths and table chaos, and I thought I would share it for those days when we all need it.

We are our own worst enemies, piling on all these expectations. I think we all need to learn to do more of what we enjoy and less of what we don't. Make players be responsible so we don't get hit with everything. It helps a lot with burnout.
Make players enforce rules. Find a rules lawyer who isn't doing it to min-max and let them loose on it.
Let the characters die. Remind that some fights will be too hard for them, so they should always consider fleeing an option.
Use more premade content. Rip stuff out of premade adventures and reuse it.
Ban anything at the table that makes your life harder. If they need to check their cell phones, schedule regular breaks and ban them in game. If the want to pageflip to argue your rulings, ban pageflipping in game. If a ruling needs made from the book, make a player look it up and read the appropriate section aloud.
Embrace the players as allies and celebrate with them when they do cool stuff. Mourn with them when their characters die.
Arrive each week to take it up a notch. Break all the normal rules and focus on the cool parts.
When you get frustrated, let the players know what you are feeling. Tell them when you feel unappreciated. When they know how it makes you feel, they can alter their behavior.
Try something new when you need to. Pick a new genre or rule system. A session now and then of "Everyone is John" (or better yet, "Everyone is Deadpool") can work wonders.
Get the players to help run the game. If there is a big decision point coming up, make them tell you in advance what they're going to do so you can prepare for next week.
Most of all, know that you are a good GM, because you care.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an acti...