If I had to identify my single greatest flaw as a Game Master it would be that I have a short attention span. I am easily swept up into fits of inspiration that cause me to obsess about my latest genre or game system crush. This is great when the stars align and I'm actually planning for games that employ this genre or game system. Not so much if (as usual) I'm running something else.
This flaw has unfortunately led to the untimely demise of several of my campaigns, all of which showed so much promise. Noteworthy among these was my Cloudlands home-brew [which bore a startling similarity to the recently published and very crush-worthy Lady Blackbird]. Then there was my D20 Dragonspire game, whose discontinuation seems criminal in hindsight.
I can't be the only one who has had this problem. Like many (most?) Game Masters (DMs, Referees, Storytellers, what-have-you), I live for the act of creation. I am constantly absorbing material from books, movies, TV, music, news stories, blogs, and almost anything else. When inspiration strikes, I often feel that I have to develop it immediately. For minor ideas, I can be content filing them way for future use. If they can be incorporated into current games than I am thrilled. But if the idea is compelling enough then I often feel an irresistable urge to squeeze as much development time out of the margins of my already insanely busy schedule (much to the detriment of other projects).
My players have certainly noticed my problem. A few months ago, for example, there was a minor uproar when it seemed that our long-running Buffy game (Slaying Solomon) might end prematurely. It was only a misunderstood email, but my players naturally jumped to the conclusion that I was bored and wanted to try something new. What my players didn't realize is that I had already found a method of appeasing my feckless muse: RPG blogging and playing solo using the Mythic GME (usually with Risus).
Blogging and playing solo wth the GME helps provide an outlet for my faddish obsessions. Because the blog and the GME are always available when I need them, there is no urgency to act at this very minute to devlope incoming ideas. Knowing that I'll be writing for a real audience or using the idea in my limited solo play time really helps me to filter out ideas that were never all that great to begin with. I'm not gaining much extra time for my current games as a result of this, but I do find that I often don't need it since my creative brain is functioning much more efficiently.
Ah, but what I wouldn't give more a few more hours a day...
Review for “The World Between for Fictive Hack”
8 hours ago