Sagging adventure, sagging DM


Pathfinder Adventure Path General Discussion


So I've been running a really steady ROTRL campaign, with lots of sidetrips, including a big journey to Kaer Maga.

The players have met regularly for about four months now, nearly weekly, occasionally even twice a week.

And here's the truth: It's feeling a little stale.

It's not the adventure. That's great. It's just the energy level in the room, my DMing, and maybe just a little over-familiarity...

I dunno. Anyone else have this problem?

I noticed a guy yawning during a battle with a black dragon today.

I guess I know the fixes. Get back to basic storytelling, make sure the NPCs seem engaging, create narrative tension...

Or maybe it's time to take a little break? I worry about doing that because we have such a good steady game-night going.

Any thoughts?

Marsh

Silver Crusade

How far are you through? Higher level gaming can get a bit slow.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

I always hit a low point about 2/3 of the way through a campaign. Then, as we approach the end, I start to get excited again. I think it's just a natural part of the AP ebb and flow cycle for me.

-Skeld


Hiya.

Easy...start to "wing it". Basically, you (DM) are getting 'bored' with it because you know what's going to happen next and you are familiar enough with your players and their PC's to have a good idea on what they are likely to do and if/how they will overcome a situation. So...mix it up.

Stop referring to the adventure for what comes next. If the PC's are in a bar and the next 'scene' is for goblins to attack it, maybe someone sees/smells or otherwise detects the goblins first. "You hear a bar-maid scream from out back at the larder!"...PC's rush out, see goblins coming out of it from a hole under an old crate. Goblins scatter; PC's do something. Of course, this is just a slight variation. You could more easily have the goblins start to run *into* the bar, totally terrified, trying to hide under rugs, in the wood pile, under the bar, etc...out back, near the larder, is a *huge* dire-wolf! Again, still similar, but definitely different.

Anyway, my point is that you need to just make some s#!t up and run with it. Your players will detect that this is "different from what is expected". Trust me; you are playing an adventure path. The *biggest* complaint my and my group has about playing them is that they are so-o-o f'ing predictable. Very rarely do we say "Oh! That's cool...didn't expect that!". So, make them less predictable. :)

Oh, and dont' worry about "screwing up" the adventure. It's not there for you and your group to follow it through, book by book, plot by plot, location by location. It's there for you guys to use in playing an RPG and weave a story. Who gives a flying *beep* if your story ends up being nothing like what is 'expected' by the completion of the series, as long as you were all having fun. :)

^_^

Paul L. Ming


Wouldn’t surprise me if this happens to most groups.

Captain Marsh wrote:
Or maybe it's time to take a little break? I worry about doing that because we have such a good steady game-night going.

Bear in mind that ‘taking a break’ doesn’t have to mean ‘breaking up the group.’

Ask if someone else wants to have a go GMing a couple of low-level ‘one-off’ adventures (eg ‘We Be Goblins’ or whatever) just for a change - or even have a go at a few board games for a while. Then come back to it after a few weeks fresh and ready for more RotRL.


Good thoughts. Thanks. We're still early days, because we've taken so many side trips.

Including a big side adventure trip to Kaer Maga, using elements of Shattered Star -- a detour which I know think was a bit of a misstep on my part. Seemed like a good idea at the time...

So my next step is to get back to Sandpoint and back into the main flow of the AP.

One benefit of the detour is that I feel like my players have a much broader sense of the scope and landscape of Varisia.

The "world building" bit of an adventure, which I like, has fallen into place.

Now I just need to get the tension level back up, the sense of impending doomishness. :)

I think I will also put the game on a two week hiatus, just to let everyone have a break...

--Marsh


Have a break, happens to everybody we all start to run out of steam after a while.

We do this regulaly in our group, Im stopped my Skull and Shackles game after 20 weeks of playing and now another player is GM'ing a Savage Worlds game next.

I find a change of system and being a player for a while helps re-charge the batteries. If you do break my advice is to leave it on a cliffhanger say just before a major battle and a BBEG makes it's appearence.

Liberty's Edge

One thing I like to do (since I level by fiat) is start trimming down encounters. A lot of the APs seem to have random encounters that serve only to get use out of artwork or for a writer's pet npc (a kobold in RotRL immediately springs to mind). Replace them with roleplaying events, backstory stuff etc.


Definitely tune the AP for the players' expressed interests. Especially as you level up and get more familiar with them. You have players that are sticking with you through a full AP, which is very good. Run with it!


I've never actually played or GMed an AP all the way through as written. I wouldn't count the diversion you put in as a drawback, that's good fun.
As far as you feeling things are getting stale, take a break. My group does this as a matter of routine. We have three or four games running on a rotation. This gives each story a chance to age well, because both players and GMs get some time to reflect on past and future events and not just continuously grind story.
Ask the group if someone else wants to take over this or another game for a bit and give everyone time to relax on the main story you're trying to tell.

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