[Twilight Time] Burnout!
Heather Grove
heather at burningvoid.com
Mon Jul 15 09:46:40 EDT 2002
July 15, 2002 - Burnout!
Volume 3, Issue 10
This is the Twilight Time zine, the free zine of the Burning Void:
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Good morning!
We have an unusual (for us, anyway) new series of articles going up on
the web site this month, detailing some interesting magical masks.
Here's the link to the first part (you'll find more down below today's
article, where we normally list new links):
http://www.burningvoid.com/users/heather/roleplaying/Essays/evamask1.html
It isn't the sort of thing we've done much of in the past, so I'm
curious to know your responses as the series unfolds. Want to see more
of this kind of thing? Want me to stick to the old stuff? Let me know!
(heather at burningvoid.com)
I generally try not to step on the toes of Johnn Four, who runs the
inimitable Roleplaying Tips Weekly newsletter. This time, however, I'm
going to run an article on a subject that he recently covered. I think
there's enough difference between the articles that the perspectives
should prove interesting and complementary. Here are links to
Roleplaying Tips' articles on the subject:
"9 Symptoms of GM Burnout":
http://www.roleplayingtips.com/issue130.html
"8 Tips for Recovering from GM Burnout":
http://www.roleplayingtips.com/issue131.html
If you haven't checked out Johnn's wonderful zine yet, you really should!
We also have some great suggestions from readers this week, so I hope
you enjoy.
Have a great day,
Heather
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Dealing with Burnout for Players & Game Masters
Recently someone suggested that I might adapt my "how to deal with
writers' burnout" article to game masters (GMs) and players. Well,
I've certainly dealt with roleplaying burnout before, so I thought,
why not? Since I'm adapting an article that was originally meant for
writers, I hope it will result in some unusual ways of looking at the
problem. This article is aimed at the GMs and players who burn out -
as well as those who game with them!
#1. Take a Vacation!
This one is obvious - take a short break. Take a week off and do
something fun. Then, try taking a vacation not from roleplaying
itself, but rather from the *way* you roleplay. This can take several
forms.
If you're a GM, get someone else to GM for a week or two while you
play for a change. If you're tired of playing then convince your group
to let you try GMing for a week, or play an NPC so that there isn't as
much pressure or need to concentrate. (Pick someone with a personality
that suits what you're up to. Perhaps a flamboyant and witty NPC would
rekindle your enthusiasm, or a chance to play the villain might be a
fun change of pace!)
You could even try watching the game for a week rather than playing.
If you're just tired of the character you're playing, then see if the
GM will allow you to create a new one that you would enjoy more.
Try a new genre or style of gaming. Try diceless, or switch from
fantasy to science fiction or SF to horror. Pick up something unusual
like "Nobilis" or "Children of the Sun." Play something like
"Paranoia" if you really need some fun!
HOW TO HELP:
If someone in your group is feeling burned out, don't push them to
keep going. Let them know that you'd love to have them stay in the
group, but don't make them feel as though they're under some sort of
obligation to continue. If they want to try something new, then help
them do that! If your GM wants a break then give GMing a try, even if
it makes you nervous. Be open to trying a game the burned out person
has always wanted to try. If you're the GM, allow a burned out player
to try a new character that appeals to her.
#2. Exploration of Self
Figure out what elements led to your burnout. Are you stressed at
work? Are you unhappy in your relationship? Are your players or GM
driving you nuts in some way? Then try to work on that issue. If
you're unhappy with your life you're going to have trouble being happy
in your hobbies as well, after all.
Most importantly, sit down with your gaming group and talk to them.
Explain what the problem is and ask them to give you a hand. Have some
concrete, constructive suggestions for small ways in which they might
help you. If you're just too stressed right now to handle marathon
all-night gaming sessions, for example, suggest a switch to a shorter
and earlier time frame. If you find that Fridays are your most
stressful day at work and therefore you're miserable after work on
Fridays, then see if you can switch your game to a different day.
HOW TO HELP:
Do your best to accommodate these requests, or suggest other things
that you believe might help. Most of all, don't add further stress to
the burned out person's life! If there's something about the sort of
roleplaying you do that bothers the person and you'd like him to
continue in your gaming group, then try to figure out a way to make
things easier on him.
#3. Take Care of Yourself
If you're burning out, that's a good sign that you need to take better
care of yourself, your energy level, and your enthusiasm.
If you just don't feel you have the energy to GM, then sit down and
write out what all you do during your week that uses up your energy.
Prioritize the list. Write out *why* each activity matters to you.
Reorder your life a bit so that you're putting your energy into the
things you really want to do. If roleplaying is less important to you
than other things, then maybe that's a sign that you need to find a
way to do it that uses up less time and energy. If it's more
important, then maybe that's a sign that you should stop doing some
other activity that matters to you less.
If some members of the group are very critical and vocal with their
criticism, you might feel as though it isn't worth putting time into
GMing or playing. Talk to your group about the concept of constructive
criticism. You may have to explain it a bit - many people incorrectly
believe constructive criticism to be a process of ignoring problems or
being dishonest. It isn't. Honesty is key to the concept of
constructive feedback, which focuses on solutions and positive change
rather than accusations and blaming. Encourage the members of your
gaming group to clarify the problems they have, give specific examples
of what bothers them, and suggest solutions.
Remember that it's okay to screw up. Every GM and player makes
mistakes, particularly in the heat of RPG combat and quick
decision-making. Don't expect yourself to be perfect.
Remember also to relax. Roleplaying games are supposed to be fun! Try
not to stress out so much over preparing the next run or doing
everything exactly right during game.
HOW TO HELP:
Try to be less vicious with your criticism. Don't berate people for
making mistakes - after all, if you're being honest with yourself then
you should be admitting that you make mistakes too. Nicely explain why
something bothers you and what you see the solution as being. Try not
to pressure the GM or other players with respect to the amount of
preparation they should be doing or the number of times that they do
something you consider to be wrong. Relax, and let people have fun
with their gaming experience!
#4. Exploration of Roleplaying
Instead of just reading one game, read a variety of gaming material.
If you can't afford to buy it then poke around on the web. Read new
games, particularly ones that are wildly different from the ones you
already play. (Even if you don't play them, they might give you
interesting ideas that re-ignite your enthusiasm for roleplaying in
general.)
Let your excitement be your guide. When something strikes you as
really cool or neat, go with that! Check it out. Find more information
on it. If possible, convince your GM or players to let you introduce
it into the game (or start a new game based on it).
Play around. Experiment with plots, characters, rule systems, and so
on. Perhaps you could convince your group to let you start up an
experimental gaming run (instead of *or* in addition to your normal
one). You could use it to try new games, play with unusual plots and
material, and just generally fool around with things that seem like fun.
Find people who like to talk about roleplaying who have enthusiasm and
a similar desire to play around with things. Have email conversations
about neat roleplaying ideas. Chat with other players in your game
about the neat things that have happened or that you think might
happen in-game.
HOW TO HELP:
Give someone a chance to play with something new. Be open to trying
unusual things. You can always alternate gaming runs if you don't want
to give up your previous game.
#5. Roleplay for Yourself
Remember that roleplaying tends to be a very personal thing for many
people. Play with characters that interest you. Explore themes in your
games that interest you. While you should always take the rest of the
group into account, also make sure that you aren't ignoring your own
desires and needs. Enjoy yourself - that's the whole point of a game!
HOW TO HELP:
Remember yourself that roleplaying is a game. Don't put undue pressure
on the GM or other players - let them have fun! Allow the GM or other
players to play around a bit with things that interest them, even if
you aren't entirely thrilled with what they like. (Besides, if you let
them play with the things that interest them, then maybe they'll be
willing to do the same thing for you when what *you* want doesn't
interest the others.)
Figuring It All Out
If you're having trouble figuring out exactly why it is you're burned
out, then take a page from writing traditions. Pick up a notebook and
pen and start writing about your burnout. Use "free writing" - i.e.,
write quickly. Don't stop to think. In fact, don't think of it as
writing - think of it as thinking on paper. Don't even worry about
grammar or ending your sentences with periods. Set a timer for 5, 10,
or 20 minutes and write through the whole time non-stop.
If you start to slow down and aren't sure what to say, just start
writing about how you feel about being burned out, or about the fact
that you aren't sure what to say. If you seem to be digressing onto a
different subject, then go with that - it might be more related than
you think. Most people find that this eventually leads to some
surprising revelations as they write down things they just weren't
expecting to say.
So there you have it. Much of this boils down to the idea that you
need to take care of yourself. Allow yourself to make mistakes. Play
around and try new things. Pay attention to the rest of your life as
well as your gaming life - the two aren't entirely divided and
separate. Hopefully these ideas will help you if you're experiencing
problems with roleplaying burnout.
The original article that this one is based on is "Recovering from
Writers' Burnout":
http://www.burningvoid.com/users/heather/writing/ms/essay/burnout.html
What's Your Opinion?:
Comments on this issue's topic? Suggestions? Tips? Special topic
requests? Drop me a line at (heather at burningvoid.com). If I pass any
of your suggestions on (either through the newsletter or the RPG
resources page), I'll attribute them to you. Be sure to tell me if you
don't want me to use your name and/or comments!
The next issue is coming in just a few weeks (early August).
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SITE UPDATE:
Burning Void Roleplaying Resources:
http://www.burningvoid.com/users/heather/roleplaying/resources.html
http://www.burningvoid.com/users/heather/roleplaying/Essays/evamask1.html
The Masks of Lady Eva I: Masks of Magic
The first in a new series of articles - a set of magical masks with an
interesting background and some unusual properties! This first article
details the system for using the masks.
http://www.burningvoid.com/users/heather/roleplaying/Essays/evamask2.html
The Masks of Lady Eva II: A Mask of Peace
The background story of these masks - who made them, how, and why.
Don't worry, there's more to come in this series, including details of
the masks themselves, how you can adapt them to your own game, and more!
Burning Void Writers' Resources:
http://www.burningvoid.com/users/heather/writing/resources.html
http://www.burningvoid.com/users/heather/writing/ms/essay/critlearn.html
Criticism and Learning to Write - If you're working your way toward a
writing career, here are a few helpful thoughts on criticism and your
education.
+++++++++++++++++++++++++++++++++++++++++++++
TIPS FROM OTHER GAMERS:
(copyright remains with the person whose comments they are; posted
with permission)
From Chris Cooper:
First, I love this e-zine. You cover topics that could easily be
dismissed as "too basic", but are really at the heart of roleplaying.
One thing I found missing in your last issue was concrete
examples of what you were talking about. For instance, when you list
questions to answer about a character, you could follow up by
providing a brief sketch as an example.
Thus, in a D&D 3E setting:
--this is Mrith, a half-orc barbarian.
--she is a hunter and scout for her tribe.
--she is adept at surviving in the outdoors, stalking prey /
enemies, finding her way in the wild, fighting with bow, shortsword and
great spear.
--she values freedom, her clan and tribe, the thrill of the hunt
and a well-told story.
--Mrith's tribe are nomadic horse herders / riders, raiding
and sometimes trading with the more 'civilized' peoples. Recently, a
drought on her home plains has caused terrible famine. After helping
her people prepare for the winter as best they can, she leaves
voluntarily to ease the strain on their meager supplies. Intending to
return with food, wealth (which in her culture means lots of fine
horses), trophies and good stories, she sets out with a bold stride...
In my experience, a lot of new gamers are stumped when asked
to create character background out of nothing. Giving them an example
such as above is helpful in jump-starting their imaginations. Such can
be made even more generic, which seems to be your preference for the
'zine.
Please keep up the great work.
From Karl:
Hi heather,
Good to hear spring and summer are treating you well. We're just
gearing up for winter here down under so its out with the thick
blankets and all that.
Here's a quick method we've used to flesh out PC's:
1) Get the player to write up a short (Up to 1 page) on how the
character sees himself.
2) Get the player to write a slightly longer (up to 2 pages) on how
others see that character. Get them to include how the character's
parents, friends, enemies, former companions see them as this will
give plenty of potential for deeper development. The whole exercise
can be done very quickly and it gives a great handle on who that
characters enemies are going to be, who their friends are and what
they have in the way of status, training and access to resources.
The rest of the character (stats, advantages, feats..... whatever) can
be filled in relatively quickly and voila a quick PC with some good
initial plot hooks and a player with a fair grip on the dimensions of
that character.
From James O'Rance:
Hullo Heather ~
Thanks for the Twilight Time zine! I like to take them home and read
at leisure, and I've got a folder full of them now that I sometimes
skim before a game, just to refresh some of the ideas there.
Your article about creating three-dimensional characters in a
"high-death game" was interesting. I've played in a long-running Call
of Cthulhu game, where life can be somewhat cheap and over quickly,
and yet CoC is a game that positively demands three-dimensional
characters. There's no horror to the meaninglessness of life if your
character is pretty meaningless to begin with.
I don't go through the step-by-step process that you describe; it's a
bit concrete-sequential, and I'm a very random-abstract person. What
works for me is to start with an engaging concept, such as Jesuit
missionary, trigger-happy flapper or former sanitarium patient (all
concepts that I've used in the past). There needs to be something
different about the character concept, something new that hasn't been
done in the campaign before. That gets me interested and motivated.
Next I start thinking about the kind of personality that I'd like to
play. The former sanitarium patient had an uncertain, lonely
personality, because I realised that most of my characters had been
very self-assured types. I think about how the character might react
to a few different situations, and some situations that I'd like to
play through. The character's personality is very important to me, so
usually I want it to have some appealing features and some that are
less appealing. A contrast is usually very interesting to play - such
as the flapper who was a tough young thing but brittle, so that when
she finally snapped everything fell apart.
Once I have a good idea of how I want to play the character, I sort of
extrapolate backwards to determine the essentials, like family,
occupation, training, and so on. Basically the stuff that you refer to
as Bones and Cartilage and Ligaments. It's a lot easier for me to
figure these things out when I have the concept and the personality
worked out.
For example, why is the flapper so hard-edged? Her mother died when
she was very young and she was raised to be tough by her
uncompromising father - but she doesn't have the emotional strength
that a supportive childhoood would have given her. Why is the former
sanitarium patient so uncertain around others? Because he's lonely and
desperately wants friends, but has accidentally hurt people in the past.
Answering these "why" questions fills in most of the important
details. This doesn't take me very long; it's easier with practice,
and I can do a lot of it while actually playing the game. And as you
pointed out, the longer any character survives, the more time there is
to fill in the details. Working backwards from the roleplaying
personality to the background means that I can get right into the
game, and background details are sometimes only determined when they
become necessary.
While lists and step-by-step procedures are great for some people,
they just draw blanks from me. I thought you might be interested in
seeing a different way to solve the same problem.
[Editor's note: Oddly, I hadn't really meant the article as a
step-by-step process - I too tend to do things in whatever order
springs to mind rather than following steps. I think since many people
seem to like step-by-step articles that I unconsciously tend to phrase
things that way now and then. At any rate, James has some great ideas
here!]
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ISSARIES, INC. ANNOUNCES GLORANTHACON VIII
The world of Glorantha beckons and the Glorantha Tribe gathers once
more! Issaries, Inc. is pleased to announce that Gloranthacon VIII
will be held in Toronto, Canada in March, 2003. Jeff Kyer is
coordinating the convention, and we expect that it will be the
Gloranthan event of the year. Jeff needs brave volunteers to run
events and help out at the Convention. He is trying to gather as many
of the old guard and the new to bring to North America the kind of
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Visit http://www.gloranthacon.com/ for more information, including
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