ORC Edinburgh has had an “interesting” year – in the same vein as “May you live interesting times!”. This has been my second year as defacto ORC webmaster (and general heid yin) for ORC Edinburgh. I’m going to try to create these reviews on an annual basis.
The year started off in a neo-Ice Age with many us either negotiating the icy planes of Edinburgh or trapped in drifts of snow. However, we persevered, both players and GMs alike traipsing through the snow and ice to game! Then in February, disaster struck: the Meadow Bar suffered an extensive fire that gutted the function room where we played, depriving both us and the Edinburgh University boardgame Society (FAQ) of a venue. It’s happened before: Cafe Nero, The Royal Engineers Club, the Three Tuns…
ORC Edinburgh has a history of getting together and adapting, and its definitely one of our strengths – for a community of (essentially) volunteers we do quite well. Thankfully a member of ORC (Deleriad) noticed that board games and the like were being played in Illegal Jacks, a new bar and grill on Lothian Road. It turned out to be an astute choice of venue, with very nice food and a fine choice of music (I might be wrong, but most RPGers tend to be fans of rock music of some kind).
With Illegal Jacks as our new “base of operations,” we were able to run two or more games a week there. IJ made us very welcome there, even to the extent that we had our own table! It gave us the chance to welcome screenwriter and RPG designer George Strayton and playtest his game, the Secret Fire RPG (then called Legends & Labyrinths). Edinburgh’s own Drunken Badger games also provided ORC with the opportunity to playtest their RPG, Cliché: The Roleplaying Game of Predictable Horror as well.
We also said hello to a lot of new members and farewell to others – and also farewell to some long-running campaigns. Both my Ashes of Freedom game and the New World were wound down, although it is likely that AoF will return later in the year. We’re also back in the refurbished Meadow Bar function room which has much nicer décor now as well, but still run games in Illegal Jacks and Cafe Renroc as well.
By far one of the most popular games to play at ORC was D&D. Love it or hate it, the granddaddy of them all was still going strong. Regardless of your feelings about the game it remains as popular as ever with many new people entering the hobby. Quite a lot of new players are looking to play D&D – some have been influenced by web comics like Penny Arcade or via computer games such as Neverwinter Nights. There appears to be a bit of a dearth of DMs running games though – however Embracraig is running a consistent game at Cafe Renroc on a fortnightly basis. This new venue proves popular with those gamers who live nearby!
Another old favourite, Call of Cthulhu, returned in the form of the mini-campaign Cthulhu Brittanica: Shadows Over Scotland. This is currently hugely popular at ORC – I may also run some of these adventures next year myself, as well as finally getting my Arunstoun setting completed! In related news, my Cthulhutech campaign (The Damsacus Road) has finally got off the ground in the Through the Looking Glass setting. The wh40k games have all been popular too with the most recent, Black Crusade, starting a new campaign at ORC this December.
ORC also hosted a few pub meets this year: these proved to be hugely successful and gave us all a chance to socialize outside of a game for once. It looks like we’ll be running a few more of these over the coming year – it gave those new to ORC the chance to chat and get to know the other members, old and new.
I think its safe to say that ORC is going to be around for a while to come. We have a pretty substantial membership now, although attendance fluctuates wildly – however this seems to be one of those things that happens these days. If you’re running a game, I’d suggest you get at least six players. That way you’ll also cover any possible absences and still have a fun game!
Anyway: Merry Xmas and Happy New Year!
“It’s better to burn out than fade away!” The Kurgan, Highlander
I think there comes a time when everyone “burns out”, creatively speaking – be it storytelling, writing or GMing. I feel it every few years when I’m running RPGs, and I reckon I’m not alone in experiencing it. Creativity isn’t like a tap – you can’t turn it on or off as needed. I’ve often found myself in the position where I’m completely stumped for an idea, only to have an epiphany later on – sometimes its better to take a step back from a problem or project and just rethink things – I’m not just talking about RPGs: sometimes in IT you can create additional problems by over-thinking something (a PC may not be connecting because of a dodgy cable not a TCP/IP stack)! I’ve also found that my mental state also has some bearing – unsurprisingly, if you’re under a great deal of stress or feeling down, your problem-solving and thinking processes tend to suffer as a result. At the moment, I’m thinking of just taking my time and not rushing things: I’ve a lot on at work and it can be difficult to concentrate on some of the other stuff I need to sort out at home, gaming or otherwise.
To be honest, RPGs are a good way to relieve stress. In the past I’ve had what one of my friends calls “Black Moods”, where I feel pretty rotten, and depressed. That’s depression with a small D: clinical Depression is no joke – however I think it is too often abused as an excuse (often misdiagnosed and drugs are over-prescribed by GPs who can’t be bothered). I’m not denying that at some point I may have been Clinically Depressed, but that was a long time ago. Sometimes these moods hit me (not for a few years though) but I’ve learned to ride them out – if you look back through my blog entries you’ll spot some of the times when they hit me! RPGs and the creative process help considerably with these moods I’m not one of these people who post their mental status on social networking sites (at least I hope I’m not!), seeking validation through cryptic comments; or playing for sympathy, so that everyone is compelled to ask what’s wrong.
Enough of my psychobabble! The main focus of this RPG article is the phenomenon known as GM Burnout. I’ve been an occasional victim of this, as mentioned above.
Recognising GM (and player!) burnout
Once you reach a certain age, or level of experience as a GM, it becomes difficult to find the time to either create new adventures or settings. Certain game systems become too advanced, or too simplistic. You just go through the motions sometimes.This is what happened with me and D&D: I don’t like 4th edition as it’s just somewhat basic and seems geared towards using a battle map and miniatures. 3.5 is too munchkin now: there’s very little “role” involved in what is essentially a paper version of a PC game (feats, etc.).
As a GM, you’ll spot the signs of burn-out in yourself by these:
- You’re having trouble coming up with new ideas.
- You regard the game as a chore rather than a leisure activity.
- You’ve lost your enthusiasm for the game.
- You become annoyed at the slightest thing during your games.
- Player/PC antics no longer amuse you.
- You find yourself cancelling games as you have other things to do.
- You want to run another game but don’t know which one.
- You have to regularly cancel games because players can’t make it.
- You’re running multiple games and are finding it difficult to concentrate.
- The game just doesn’t work for you.
You can usually notice it in players too, with much of the same “symptoms”, for want of a better word. Often they’re committed to two or more games – possibly as a GM too.
Here are some of my own cases of burnout, or other failures (and what went wrong!).
Against the Odds: I used D&D 4e for this. Looking back upon it this was a mistake – I didn’t think about how the game would pan out using a system that focuses heavily on combat, rather than investigation or intrigue. Consequently I got frustrated and ditched it.
Ashes of Freedom: again D&D, but 3.5&4e this time. However, the first time I ran AoF (when 4e came out), I got a bit sick of the system (and one of the players threw a bit of a hissy fit too when he couldn’t get his own way), plus I had two groups and one lot changed nearly every week. However a little later I returned to AoF using D&D3.5. I did overcommit myself to creating a 3.6 version as well, but it WAS a popular game. It reached a natural end, with some pretty good action sequences, and I was needing a break anyway – I realised I was getting close to burnout.
Babylon 5: great idea, crap implementation, rotten PR. The d20 edition of the Babylon 5 RPG doesn’t work as it stands. Unfortunately, I thought I could craft this great campaign, with a story arc that could match JMS. Unfortunately it was not to be: other popular games were on that day; the setting required too much metagame knowledge/series background; and the system was pretty poor and didn’t really run well. Looking back, I could have done something with it I guess, but I was feeling a little restless: wanting to run an RPG, something other than D&D. I think I was definitely burned out as a GM at this point.
The New World: despite this setting being incredibly popular since, the first outing proved to be an unmitigated failure. In its first incarnation, it was designed to be an ORC shared campaign. A group of DMs worked over several months to hammer out a setting and plot line, and on D&D day we had three different DMs running a game. Then the other GMs lost interest (or couldn’t be bothered), and I was left carrying the game – I got pretty sick of that so the New World was put on ice for a few years – it’s still used frequently by other DMs at ORC and elsewhere (including some of my ideas so its not a total loss. After this event I didn’t run anything for a while, as I was pretty hacked off. I felt vastly disappointed. It was a game where there were plenty of folk wanting to play, but few willing to run.
PBM games: I definitely suffered GM burnout with these. Shadows Lengthen took so much of my time that despite the fact that it made some small amount of money that I just got tired of running it. Ties of Blood looked really good on paper, but failed to garner enough interest. I just gave up on it as a result.
What to do
The best thing to do is take a break – the time involved depends upon the individual. If you’re running an existing game, tell your players that you want to take a break for a while. Maybe let someone else run, and you can relax and actually be a player for a while.
Try running a different game and keep it to a short series i.e. a mini campaign. If you’re short of ideas, it can be a good idea to carry a small A5 or smaller notebook everywhere. You’d be surprised when (and where) you can find inspiration!
If the game itself isn’t working, that’s more difficult: it’s best to give some serious thought to if you can see it continuing in its current form. If you can’t, give your players an ending to remember! If there’s no way you can see the game going on, be as dramatic as possible in the game’s conclusion – all the gloves are off: PCs die, NPCs change loyalty, the villain(s) die(s), the world ends, etc. Aim for a whammy!
NOTE: I know this is kinda written like a medical crib sheet, but I thought it might be fun to write it like that. Obviously RPGs are a leisure hobby – treat it that way!
I play and run a large variety of games. I’ve also created several settings over the years, with much of the information also appearing in the wiki. I’m trying to list them all here!
- D&D Against the Odds setting
- D&D Ashes of Freedom setting
- D&D New World setting
- Call of Cthulhu including my own Arunstoun setting.
- Dresden Files RPG
- Dark Edinburgh
- Warhammer 40,000 RPGs
- Call of Cthulhu RPG
- Cthulhutech RPG, featuring my Through the Looking Glass setting.
- Necroscope for Call of Cthulhu.
- Star Wars RPG, Saga edition but mainly the West End Games version.
- Marvel Superheroes (TSR)
- Warhammer Fantasy Roleplay.
- Mandragora: Ashes of Freedom RPG