Skip to main content

Getting out of a Slump: Advice for the Unexcited GM

I was reading this article over at Gnome Stew this morning and started thinking about the dreaded slump.  I think all GMs find themselves in a state where the excitement just isn't quite there anymore.  Along those lines I thought I would share the strategies that have worked form me.


  1. Take it up a notch.  This, by far, is the strategy I am most likely to deploy.  Instead of putting together a set of encounters, lather, rinse, repeat, try planning something totally different.  Take one of those crazy ideas you have been saving for later and use it now.  Intense, crazy, unexpected scenarios not only recharge your own skills, but they can bring a new sense of life to the players that is contagious.
  2. Take a break.  When you have a slump, sometimes you just need to take a break.  A break, even a short one, can give your own creativity and imagination time to catch up with you.  During the break, I suggest lots of reading of both RPG and non RPG materials.  Even movies and old TV series can become an inspiration for what you might want to try next.
  3. Be a player.  Turn the table around and be a player for a while.  I find my recent Pathfinder game where I am a player does a lot to refocus me to a whole new view of the game.  As a player, even a linear set of expected events can become rich and interesting if the characters are interacting in creative ways.  As a GM, this inspires me to pump up my NPCs a bit.
  4. Write.  When I really need to get myself thinking in the right way again, I sometimes turn to writing.  By focusing (or maybe not focusing) on a story I control completely, I can explore some new aspects of character and plot interaction that might inspire me to get back into my games.  And, if not, writing in itself is a useful thing.  My novel is about half done now.
  5. Engage your players.  When you're in a slump, its time to talk to your players.  What they want in the game may surprise you and might challenge you in a way that you didn't expect.  See what they have to say.
  6. Fiddle with the Formula.  When things get boring, fiddle with the formula.  Your group might not want to change systems, but maybe you can pick up an aspect of another system and adapt it to your game.  Personally, I am itching to get the materials for Burning Wheel (for Christmas or my birthday, maybe?) so I can learn enough to maybe run Burning Wheel (not real likely) or at least pick up some of the ideas and integrate them into my Pathfinder games.
  7. Hit the Reset Button.  When things get old, a new start can do a lot.  Stop your old game, reschedule to a new day, pick up some new players, grab a totally new scenario (maybe even a new system) and see what happens.  There are bound to be some new and exciting things that emerge.

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 the creature

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 action to a