[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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Copyright 2002 by Burning Void Publishing and Heather Grove, except 
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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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ANNOUNCEMENTS:
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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 
Gloranthan fun that has been far too long absent from these shores - 
those Europeans shouldn't have all the fun!

Visit http://www.gloranthacon.com/ for more information, including 
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WEST END GAMES HOUSE SYSTEMS LICENSE AVAILABLE
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Humanoids is pleased to announce the establishment of a "West End 
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The site is at www.d20weekly.com. A trial subscription, covering the 
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