So one of the hardest things about being a Game Master or Dungeon Master, for me, is that I would put hours and hours into worldbuilding and storycrafting only to have most of my work not come up at the table. Since I also believe in not railroading my players, it felt like a constant battle to make the stuff I prepared enticing enough that the players would choose to engage with it willingly. Frequently, this set me up for disappointment, and I was finding that I was dreading game night.
But I also noticed something else. When my players would engage with the story or worldbuilding, it still didn’t quite satisfy. Sure, it was nice to show off my hard work and when the players genuinely had fun with it, it would make for an epic game session. But something still felt missing.
What worked for me is asking myself “what do I enjoy about this game as a player? What keeps me coming back? Why do I spend so much time worldbuilding and character-building?” Now, this answer will probably be different for each person but if you’re anything like me, it would be some variation of “I enjoy the element of discovery, of going on an adventure and finding out what’s around the corner.” When I control the world and flesh it out in detail, that feeling of discovery can be pretty fleeting. By the time my players encounter any given detail, I’d already “discovered” it for myself.
So once I’d realized this about myself, what did I do? To be honest, I wallowed for a bit. I even handed off my games to another DM, because I was afraid that the core thing I enjoyed about the game was incompatible with leading game sessions. But then this current season of The Adventure Zone dropped and introduced me to a new tool: The Quiet Year.
The Quiet Year is a standalone game from Buried Without Ceremony that facilitates cooperative worldbuilding between its players. The McElroy family used it to flesh out the details of a broad concept that their DM had. In this manner, they all had a hand in building the world that they would explore in their upcoming game of DnD.
The next time I had a chance to DM a campaign, I utilized this same technique. I have to tell you, it not only did wonders for my sense of discovery, but also offloaded a lot of worldbuilding and provided bounds for my creativity to flow between sessions. I also discovered that when you give your players more of a role in the worldbuilding of a setting, it makes them feel more invested in the world and its story.
So, if your DM struggles are anything like mine, I highly recommend giving The Quiet Year (or other worldbuilding games if you know of any) a try before starting your next DnD campaign. You never know what you might find!
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tbh i think the funniest phenomena that's been happening in the last couple years is "youtuber, having gone too deep into the research hole, has been made an investigative journalist against their will"
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the pretend plot of bg3: you've gotta get these tadpoles out and stop a giant floating brain with delusions of grandeur
the real plot of bg3: in order to date us (the party) you must defeat our seven evil exes: a half-demon warlock patron, the literal goddess of magic, a vampiric lord, an insane cult leader , an archdemon, the goddess of darkness, and finally, the Trauma
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Fun fact: We know the size of the Pokémon world because Scarlet and Violet has framerate issues
I'm not answering any more questions
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getting older can be so amazing? you get more familiar with yourself. learn tips & tricks for troubleshooting your own brain. trial & error helps you build routines that minimize discomfort, maximize reward. your preferences/interests don't get set in stone, but you do find out which ones are going to stay with you in the long-term, and which ones are fun but transient joys to appreciate in the moment.
you learn that the world is so much more complex than you were taught, and that that's okay, and that there's an endless supply of things you can learn or watch or experience or think about if you want to. if you're lucky, you loosen up, stop putting so much pressure on yourself. if you're lucky, you learn to recognize that negative inner voice, and whack it with a baseball bat until it hushes up. if you're lucky, you learn to treat yourself gently, not because you are fragile but because you are worthy of gentleness. (i hope you are lucky.)
and some things will change. some things will get better. some things will get good. and maybe you start to recover from the dehumanizing stress of childhood/education. maybe you learn the power of your own autonomy. maybe you learn how to walk away from bad situations (which is a superpower even if you don't realize it yet). and you get to choose your own clothes. and your own food. and which relationships to pursue! and what you do with your free time. and with your life (but don't worry you get to choose that gradually). and that's crazy! and sometimes scary. and extraordinarily, indescribably precious.
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