{"id":18068,"date":"2016-07-22T00:57:55","date_gmt":"2016-07-21T14:57:55","guid":{"rendered":"http:\/\/www.campaignmastery.com\/blog\/?p=18068"},"modified":"2016-07-22T00:57:55","modified_gmt":"2016-07-21T14:57:55","slug":"working-the-other-side","status":"publish","type":"post","link":"https:\/\/www.campaignmastery.com\/blog\/working-the-other-side\/","title":{"rendered":"Working The Other Side Of The Screen"},"content":{"rendered":"<\/a> Nebula image by FreeImages.com \/ Terry Standefer<br \/>Mountains 4 by FreeImages.com \/ Anay Paco Sancho<br \/>Mirror reflecting curtains by FreeImages.com \/ G\u00e1bor Bej\u00f3<br \/>Compositing, composition by Mike<br \/>Click on the thumbnail to see the full-sized image\n<p>Not too long back, an exchange on Twitter led me to the question &#8211; does continuing to play RPGs on a regular basis make you a better GM?<\/p>\n<p>I&#8217;m certainly in a position to judge, since I continue to run multiple campaigns and have, for most of the last year, been a player in a small Star Wars: Edge Of The Empire campaign, while in the past just prior to that, I spent many years purely as a GM.<\/p>\n<p>Before that, I was a regular player in a Lord Of The Rings RPG campaign, and a 7th Sea campaign, while still running multiple campaigns &#8211; and before that was another stint as a pure GM &#8211; and before that, I played in a Champions campaign, and before <em>that<\/em> an Eberron campaign &#8211; still while running multiple campaigns. So I have regularly flirted with life on the other side of the screen.<\/p>\n<p>In fact, it&#8217;s probably fair to ask if my stints as a non-player are the exceptions, rather than the rule, or is my default pattern of behavior not to play?<\/p>\n<h3>Illumination from <em>The Edge Of Empire<\/em><\/h3>\n<p>I think the circumstances under which the Edge Of The Empire campaign came about might just be pertinent to that question, at least. One of my campaigns wrapped up when both players and myself started to find regular excuses not to make it. At that point, it was down to only two regular players, and the dynamic simply wasn&#8217;t there any more. It needed more variety of PC input to keep all of us interested.<\/p>\n<p>At the same time, I didn&#8217;t feel up to designing and prepping a new campaign &#8211; it takes a lot of work to do it right, and at the time I was putting a lot of effort into Campaign Mastery and into the campaigns that were still active, and knew that I would need to continue to do so for some time to come.<\/p>\n<p>Somewhat half-heartedly I suggested a Star Trek campaign, not really expecting that to get off the ground (it didn&#8217;t) but one of the players from the former campaign then suggested that he thought he could run a Star Wars campaign, at least for a while &#8211; until my batteries were recharged, as it were. (Currently, I can feel the creative itch starting to grow, once again. It&#8217;s not acute yet, but in a few months it might be &#8211; at which point I will start thinking about a new campaign, and when that&#8217;s ready, offer the GM the chance to take a break from Star Wars. The plan would be for a relatively short, sharp campaign (not my usual epic), and then back to Star Wars for a while. But that&#8217;s a plan for much later in 2016).<\/p>\n<p>Almost every GM starts as a player. I certainly did. And that, to me, suggests that the normal state of affairs for a GM is to do both concurrently &#8211; in different campaigns, of course, and assuming that time (and the number of willing GMs) permits.<\/p>\n<p>But that brings me back to the original question: does playing in another RPG on a regular basis make me a better GM? And how typical is my experience in this regard?<\/p>\n<h3>Re-framing the question<\/h3>\n<p>Since I can&#8217;t answer the second half of that double-barreled question, how can I make sure that the attempt to answer the first is relevant to most readers? And how does examining the subject translate into Campaign Mastery&#8217;s goals &#8211; to offer relevant and practical advice to make GMs better at their craft and their games more fun?<\/p>\n<p>The obvious answer is to reformulate the question, discarding the relative value judgment involved, and simply consider the advantages and disadvantages that come from doing both concurrently. That way, it doesn&#8217;t matter how valid my experience is, because others can determine for themselves how relevant each advantage and disadvantage is &#8211; and then tot up a balance sheet at the end to determine whether or not THEY would be better served going one way or the other, at least experimentally.<\/p>\n<h3>The consequences of concurrent activity<\/h3>\n<p>I&#8217;ve totted up ten advantages to being a player in one campaign and the GM of another concurrently. Some of these are only minor effects in my case &#8211; your situation might vary &#8211; and others qualify as very strong incentives. I&#8217;m going to briefly examine each, and give them a rating out of 5 for how relevant they are to me &#8211; and I&#8217;ll leave a space for you to write down your own scores on a sheet of scrap paper for how relevant they are to me.<\/p>\n<p>The advantages that I&#8217;ve identified are:<\/p>\n<ol>\n<li>Avoiding\/Recovering from Burnout<\/li>\n<li>Less Stress<\/li>\n<li>Letting your hair down<\/li>\n<li>Learning from other GMing successes and mistakes<\/li>\n<li>More time available for Game Prep &#038; Other Activities<\/li>\n<li>Trying new and diverse settings and systems<\/li>\n<li>Keeping in touch with player priorities<\/li>\n<li>Awareness of the player mindset<\/li>\n<li>Humility<\/li>\n<li>Less Flexibility<\/li>\n<\/ol>\n<p>I&#8217;ve also come up with a list of nine disadvantages &#8211; which makes it easy to see how close the final analysis might be. Assuming that the average rating of both advantages and disadvantages is more or less the same, it would only take a slight drift one way or the other to completely change the overall result.<\/p>\n<p>The disadvantages that I have identified are:<\/p>\n<ol>\n<li>Less time behind the screen<\/li>\n<li>Less variety in GMing diverse settings and systems<\/li>\n<li>Frustration<\/li>\n<li>Rivalry<\/li>\n<li>Losing Players<\/li>\n<li>Barnacles and Rust<\/li>\n<li>Less creative stimulation<\/li>\n<li>Less flexibility<\/li>\n<li>Commitment<\/li>\n<\/ol>\n<\/a> Click on the thumbnail to see a larger image\n<p>To get some idea of just how finely balanced things were, I scurried off to <a href=\"http:\/\/anydice.com\/\" target=\"_blank\">AnyDice<\/a> (my usual tool for this sort of thing) and whacked up a probability curve for 10d5 minus 9d5.<\/p>\n<p>As you can see, there is a slight bias towards there being more advantages than disadvantages, but one question going from a &#8216;1&#8217; to a &#8216;5&#8217; or vice-versa is enough to take a strong result one way and put the choice on a knife-edge.<\/p>\n<p>That tells me that there is unlikely to be a hard-and-fast result; as a GM&#8217;s circumstances change, so the answer to the reframed question &#8211; &#8220;Do the benefits of concurrently playing in one campaign while GMing another outweigh the costs&#8221; &#8211; will respond, potentially quite sharply.<\/p>\n<h3>The advantages of concurrent activity<\/h3>\n<p>So let&#8217;s look at those advantages in greater detail. Some of them will be reasonably self-evident, others definitely require explanation.<\/p>\n<h5>1. Avoiding\/Recovering from Burnout<\/h5>\n<p>Burnout is rarely uniform; its dependent on the game system, and the characters, and how easily you can come with new, fresh, and interesting ideas. When that starts getting difficult, when execution of those ideas that you <em>do<\/em> have, and the prep required to implement them, starts to feel like a chore instead of an exhilaration, you are in the early stages of burnout. That means that you can suffer from &#8220;D&#038;D Burnout&#8221; or &#8220;Fantasy Burnout&#8221; while your Sci-fi campaign keeps bouncing merrily along.<\/p>\n<p>You can flirt with burnout repeatedly, growing frustrated temporarily while things aren&#8217;t running smoothly behind the screen and re-energized if and when ideas start to flow again, but when it becomes chronic, the mindset enters a downward spiral. Another solution that sometimes works is to introduce a new character that intrigues you and brightens up the prospects of working on the campaign &#8211; and sometimes that leads to the player of the new character being blamed if it doesn&#8217;t work.<\/p>\n<p>Sometimes you can counter that spiral with a different campaign in a radically different genre and style; sometimes, you leave it too late. The biggest mistake that people make is to replace game sessions that are triggering burnout with ones that are going well &#8211; that risks spreading the problem from one campaign to another.<\/p>\n<p>One of the most obvious ways of avoiding or recovering from Burnout is to play for a while instead of GMing. Even a slight easing of the workload (I went from 4 campaigns to 3) can be enough to keep you fresh in those campaigns that are not yet affected.<\/p>\n<p><strong>My Rating: <em>3\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>2. Less Stress<\/h5>\n<p>There&#8217;s a lot less responsibility when you&#8217;re a player, and that means less stress. Even if a campaign is going well, you can feel the pressure to &#8216;perform&#8217;, week after week. How intensely you feel that pressure depends on a whole host of factors, including how difficult you find it to live up to the standards you have set, how much stress you are feeling in other aspects of your life, and how much fun you find the <em>whole<\/em> of the GMing process to be &#8211; from generating NPCs to plotlines to maps to props to actual play.<\/p>\n<p>If you&#8217;re finding that stress is becoming a problem, there are two solutions: you can GM more, or you can GM less. GMing more works if you find that GMing is an outlet for your stress; some people find that it is. GMing less works the rest of the time. As usual when dealing with complex phenomena, sometimes there are no simple answers &#8211; you may find prep stressful at times but play is fine, or even vice-versa (a form of performance anxiety). If that&#8217;s your situation, consider hooking up with a co-GM or collaborator who is strong in the areas of activity that you find most stressful.<\/p>\n<p>Personally, I don&#8217;t find GMing all that stressful except when several deadlines leap on me at once without warning &#8211; because I am perfectly willing to blow off a deadline if I have to. That willingness to miss a deadline when necessary relieves so much stress that it rarely inhibits me to the point where I actually miss a deadline &#8211; strange but true.<\/p>\n<p><strong>My Rating: <em>1\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>3. Letting your hair down<\/h5>\n<p>You have a lot more freedom to just go wild as a player &#8211; though you should bear your fellow players in mind and not do too much that impacts on them!<\/p>\n<p>I learned a long time ago that I could alter my mood by changing the style of music that was being played, or watching a different type\/genre of TV show \/ movie. Satisfying your need for a &#8220;romp&#8221; to blow off some steam &#8211; even if you have to engineer it the hard way &#8211; has the same effect.<\/p>\n<p>Personally, I don&#8217;t recommend this approach to an RPG unless both the other players AND the GM are on-board with the idea. Better to go watch something that scratches your itch before the game.<\/p>\n<p>But still, we&#8217;re all occasionally in a silly mood, or a dark mood, or whatever. When you make the game a victim of such a mood, apologize to the others involved &#8211; and mean it &#8211; then get on with things as best you can.<\/p>\n<p>I&#8217;ve even seen RPGs interrupted for a brief card- or board-game of appropriate tone just so that someone could get &#8216;an odd mood&#8217; out of their system. Which can be worth considering if you find yourself stuck in an inappropriate emotional groove &#8211; &#8216;desperate times&#8217; and &#8216;desperate measures&#8217; comes to mind. If it&#8217;s a choice between a 20-30 minute interruption and the whole game session taking a left turn into the twilight zone, most GMs will be surprisingly tolerant. But you will owe everyone else at the table, big-time.<\/p>\n<p><strong>My Rating: <em>3\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>4. Learning from other GMing successes and mistakes<\/h5>\n<p>Just because you aren&#8217;t the one behind the screen doesn&#8217;t mean that you can&#8217;t and don&#8217;t learn. Most GMs, when they play, do at least some second-guessing of the GM who is running the game they are playing in &#8211; &#8220;how would I handle this?&#8221; &#8220;Why did he do it <em>that<\/em> way?&#8221; &#8220;That hasn&#8217;t really worked &#8211; how could I have done it better in a similar situation?&#8221; It was thoughts like that (especially the latter two) that led me to abandon playing in the Adventurer&#8217;s Club campaign for a role as co-GM, when it became clear that I had the answers that the then-solo Blair lacked as GM. The result: the campaign that he thought might run for a year or two is now more than a decade old &#8211; and still going strong.<\/p>\n<p>More importantly, because another GM will have different ideas to yours, and will get the PCs into different situations than you would, you are exposed to questions and problems that you might not ordinarily have to confront &#8211; and that makes for a solid learning experience.<\/p>\n<p><strong>My Rating: <em>4\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>5. More time available for Game Prep &#038; Other Activities<\/h5>\n<p>When I have a game, the entire day before is usually given over to game prep &#8211; at a bare minimum. Sometimes, months of work have been invested in a few minutes here and a few minutes there getting prep done. I&#8217;m well-known for being a very organized GM, able to determine what prep I will need long periods in advance, but I frequently wish that I was still more organized &#8211; and had an extra day in the week.<\/p>\n<p>There is virtually no prep required when you&#8217;re a player. Reducing my workload from 4 active campaigns to 3 &#8211; with one of them only occurring when the game is ready-to-run &#8211; almost doubles my prep-time for the games that I am still running. It means that I have time to stop and watch the occasional TV show, or sleep in once in a while &#8211; and STILL get more done than I would otherwise.<\/p>\n<p><strong>My Rating: <em>5\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>6. Trying new and diverse settings and systems<\/h5>\n<p>I would never have become a Pulp Co-GM if I hadn&#8217;t been a player first. I certainly would never have tried Edge Of Empire. My only experience of Call Of Cthulhu and Traveler have been as a player. Ditto GURPS and Rifts and Tunnels &#038; Trolls and Star Trek the RPG, and the list only grows from there. Some of those games\/genres would have appealed to me, others I would never have tried if someone else hadn&#8217;t put their hand up and said &#8220;I have an idea for&#8230;&#8221;<\/p>\n<p>That means that a lot of the diversity in my gaming experience comes from being a player &#8211; in fact, it&#8217;s probably 3:1 or maybe even 5:1. Yet, that diversity continues to enhance my abilities and repertoire as both a rules-maker and a GM virtually every time I sit behind the screen &#8211; sometimes barely at all, sometimes a lot.<\/p>\n<p>Being a sometimes-player means playing in game systems you would never GM &#8211; or never expect to GM, at the very least, simply because the person who <em>is<\/em> GMing the game has chosen a game system that you don&#8217;t know.<\/p>\n<p><strong>My Rating: <em>4\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>7. Keeping in touch with player priorities<\/h5>\n<p>You can be spoiled by the omniscient perspective that comes with the GM Screen, wrapped up in your own cleverness. That can lead to train-wreck game sessions like the one I describe <a href=\"https:\/\/www.campaignmastery.com\/blog\/an-experimental-failure\/\" target=\"_blank\">in this article<\/a>.<\/p>\n<p>Players won&#8217;t love everything you do just because you think they will or should. From time to time, every GM needs to be reminded that the players in any RPG have completely different goals to his in every game session. Playing on a regular basis keeps a GM in touch with reality.<\/p>\n<p><strong>My Rating: <em>4\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>8. Awareness of the player mindset<\/h5>\n<p>It&#8217;s a strange thing to be aware of, but I use a completely different part of my mind when I&#8217;m playing as compared to GMing.<\/p>\n<p>When I&#8217;m in front of the screen, I don&#8217;t know everything that&#8217;s going on, I don&#8217;t know what the big picture is, and I don&#8217;t know what the GM finds so obvious (or obviously wrong) about what my character is trying to do. When I&#8217;m <em>behind<\/em> the screen, I know everything that&#8217;s going on, I know which way the plot is headed, and where the PCs can shape events and outcomes, and it&#8217;s always obvious what is the best thing for the PCs given the current situation. For that reason, playing is also a lot less tiring than GMing.<\/p>\n<p>My gray matter isn&#8217;t busy figuring out what is going on and how I should react, it&#8217;s working on how I engage each of the PCs, and how to make sure that one doesn&#8217;t steal the spotlight, and on being fair, and so on. When you&#8217;re a player, &#8220;fair&#8221; is something you usually only worry about as it pertains to <em>you.<\/em><\/p>\n<p>Playing regularly keeps you aware of the player mindset, and makes you better-equipped to deliver to that mind-set when you are behind the GM screen.<\/p>\n<p><strong>My Rating: <em>5\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>9. Humility<\/h5>\n<p>Another occupational hazard is thinking that you are the smartest person in the room, able to craft stories that entertain and occasionally enlighten with greater skill than anyone else. To some extent, this is a consequence of the omniscience I have referenced already. Ironically, being a player can worsen this problem purely because of the absence of that omniscient perspective, but this still belongs on this side of the ledger because to get a balanced perspective, all you need do is observe how the other players are reacting to what you think is a comparatively poor performance.<\/p>\n<p>There are three possibilities: Greater engagement, the same level of engagement, or less engagement.<\/p>\n<p>If the players are clearly more into the game and more enthusiastic in their interactions with the GM, it becomes immediately clear that the GM isn&#8217;t doing half as bad a job as you thought &#8211; and that your own performances behind the screen are not the ground-breaking worlds-best standard that you thought they were. The story is much the same if engagement levels are the same as you observe in your games. Only of the other players are less involved does you self-congratulatory note have any possible merit.<\/p>\n<p>This is the other side of the player mindset, and of being aware of it. Because of his unique perspective, no GM is ever fully equipped to analyze his own performance behind the screen; in fact, the comparative reactions of players (preferably the same players) is the only objective measure available. By being observant while playing, GMs can often get a much-needed reality check and dose of humility.<\/p>\n<p>Of course, because no two games are alike &#8211; the PCs are different, for one thing &#8211; you also have to be a little careful that you aren&#8217;t comparing apples with oranges. Genre and characters and plotlines can all contaminate the clarity of this measure. For that reason, you need multiple examples from different games and genres before you can draw any definitive conclusions. The more you play, the more you can learn from playing to improve your own performance as a GM.<\/p>\n<p><strong>My Rating: <em>2\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>10. Less Flexibility<\/h5>\n<p>Finally, we have the question of commitment and its consequences. Being a GM is a lot of work, for all that it can be both fun and rewarding. Players have a responsibility to respect the effort and make a commitment to participate if at all possible (without making it a do-or-die thing), and that applies to the GM when he&#8217;s a player in someone else&#8217;s game. If anything, he has less excuse for failures in this respect than anyone else, because he knows what it&#8217;s like to feel unappreciated (it happens to all of us, and is usually completely unintended by the players responsible &#8211; but emotional responses are rarely logical).<\/p>\n<p>When you are the GM, you have the authority to cancel a game session if &#8211; for whatever reason &#8211; not enough players can get there, or if you aren&#8217;t going to be ready, or if you&#8217;re not well enough to run the game. That inevitably means that you have more flexibility in your schedule when you are a GM than when you are a player.<\/p>\n<p>I know what you&#8217;re thinking: that doesn&#8217;t sound like much of an advantage, does it? But here&#8217;s the fact: humans like structure and schedule in their lives. It&#8217;s much easier to organize your life around some fixed routine than it is to do it around a lack of routine. Being a player on a regular basis can actually result in you becoming a better, more efficient, GM. And it&#8217;s whether or not these consequences are beneficial to you <em>as a GM<\/em> that we are concerned with.<\/p>\n<p><strong>My Rating: <em>1\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h3>The disadvantages of concurrent activity<\/h3>\n<p>Of course. some of the disadvantages are no less cryptic:<\/p>\n<h5>1. Less time behind the screen<\/h5>\n<p>Would you learn more from observing another GM or from actually GMing yourself? While there are some perspectives that you can only get from the other side of the GM Screen, I nevertheless have to think that the intensity of actually <em>doing<\/em> it for the entire game session has to teach you more about being a GM than the equivalent amount of play. This is especially true with less GMing experience.<\/p>\n<p>That said, you learn many shortcuts over the years; I can prep a game session in minutes now that would have taken me days when I was first starting out (if I could have done it at all). If your prep consumes so much of your available time that you are only ready to play once a fortnight, or once a month, or even less, and your choice is to play or do nothing\/do game prep, you are probably better off playing &#8211; even if that&#8217;s X hours of prep that still have to be done.<\/p>\n<p>Another factor to consider is <em>rust.<\/em> To some extent, it doesn&#8217;t matter how much you&#8217;ve GM&#8217;d in the past; what matters is how much <em>current<\/em> experience you have. Having all that out-of-date experience is still beneficial, but you will need to shake off any rust before you can fully utilize it. If your screen-experience is dated, your skills will (effectively) have regressed, in terms of assessing this disadvantage.<\/p>\n<p>So long as you continue to GM some of the time, this isn&#8217;t a major disadvantage to an experienced GM. So I have only rated this a 1 &#8211; for me, in my current circumstances.<\/p>\n<p><strong>My Rating: <em>1\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>2. Less variety in GMing diverse settings and systems<\/h5>\n<p>What if, instead of playing, you were to start a new campaign in a completely different genre to the one you usually referee? The more campaigns you have on the go, the greater the variety and depth of experience that you will accumulate. Even if the game system and genre are the same, GMing a whole bunch of different characters exposes you to different situations to the ones you are used to &#8211; which can be more difficult, but also more rewarding in terms of growth of skill.<\/p>\n<p>When you first start out, it&#8217;s all you can do to stay on top of one campaign. With greater experience comes greater capacity. So this is a factor that becomes more significant with increasing GM expertise.<\/p>\n<p><strong>My Rating: <em>5\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>3. Frustration<\/h5>\n<p>One of the problems that arises when a GM plays in someone else&#8217;s game is that they are perpetually second-guessing the GM. There were some positive aspects to doing this that were identified in the advantages section, but there are some definite downsides, especially when you think that your solution to a problem (which is nothing like the one the actual GM came up with) was the better answer. Never mind that you have no idea of the bigger picture that the GM has in his head, or the problems that he is dealing with, or that you can&#8217;t see the forest for the trees, or might just possibly be biased &#8211; any of which can render your solution invalid.<\/p>\n<p>I once read a letter somewhere (it might have been in The Dragon but I&#8217;m not sure of that) from a frustrated player who wanted to start his own campaign because his GM had turned down his entirely &#8220;reasonable&#8221; request to give his paladin-assassin a +5 Holy Avenger of Vorpal Dancing. And the first thing he was going to do was give one to every PC who wanted one.<\/p>\n<p>All players grow frustrated from time to time. GMs who play are even more susceptible. And the temptation to do in your game what another GM has prohibited you from doing in his, just to show him &#8220;how it could be done&#8221; &#8211; an extremely negative way of scratching that itch &#8211; means that your own GMing can actually be impaired by being a player &#8211; if you let it.<\/p>\n<p>I&#8217;m not immune; I&#8217;ve been frustrated a number of times when a perfectly reasonable interpretation of a failed roll (or a spectacularly successful die roll) was rejected by the GM. But (so far, at least) I&#8217;ve recognized the reasons that might have led to his making a different decision to the one I was advocating, and so there has been no spillover into my campaigns as a result.<\/p>\n<p><strong>My Rating: <em>1\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>4. Rivalry<\/h5>\n<p>A respectful rivalry can be a good thing. Striving to be a better GM than someone whose abilities you acknowledge can be a definite positive. But it&#8217;s always easy for a rivalry to get out of hand and become something poisonous. Worse still, immature players can sometimes try to play one rival off against the other; I was in my second year as a GM when I turned a player request down (I think it was for an unearned magic item, but no longer recall the specifics) only to be told, &#8220;[GM X] would let me have it&#8221;. Taking a deep breath, I explained that what another GM would or would not do was irrelevant, that the situations and campaigns and campaigns were in no way comparable.<\/p>\n<p>Fortunately, with increasing maturity, this last becomes less of a problem, and as a reputation for fairness grows, the rivalry problem also tends to recede in general.<\/p>\n<p><strong>My Rating: <em>1\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>5. Losing Players<\/h5>\n<p>If one of your players isn&#8217;t interested in playing in the new game, they will find other activities to fill their time. Sometimes, that means that you simply lose that player to a different GM, and sometimes this starts a decline in their interest in the hobby, full stop. Players who used to be stalwarts back when I started, playing in every game that they could find (and then some) have now been completely out of the hobby for 25 years or more. And it all started when one of the campaigns of which they were a part, folded.<\/p>\n<p>Of the players who were part of my first campaign &#8211; which boasted 6 regulars at the time &#8211; only one still games regularly. And of the 6 core players who were part of the early days of my superhero campaign, half no longer game (though one continued to do so until his death in <a href=\"https:\/\/www.campaignmastery.com\/blog\/remembering-stephen\/\" target=\"_blank\">June 2012<\/a>.<\/p>\n<p>There was a time when the RPG Club around which my gaming life was built boasted a regular weekly attendance of 30 members and another 40 or so, any 10 of whom were in attendance on any given week. Only 7 or 8 of them still game together. Three have passed away, I have no idea what has happened to most of the rest; some of them moved away but may still game, and there are others who I know have hung up their dice. Well, you can&#8217;t stop the passage of time, and real life is always going to have its distractions to seduce players away from the game, but there is absolutely no good reason to give it opportunities.<\/p>\n<p><strong>My Rating: <em>3\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>6. Barnacles and Rust<\/h5>\n<p>The more game systems that you GM at the same time, the more diverse your experience. I have found from personal experience that when you limit yourself to just one or two game systems, you grow extremely adept at nuancing that game system &#8211; but very quickly grow barnacles and rust in those genres and game systems that you aren&#8217;t using regularly. It&#8217;s now over a year since I GM&#8217;d a fantasy game &#8211; I have a superhero campaign, a pulp campaign, and a sci-fi campaign.<\/p>\n<p>Variety of games <em>as a GM<\/em> keeps you sharper in <em>all<\/em> the games that you GM. You learn how to change mental gears more quickly, and how to look at gaming situations from different perspectives. It&#8217;s as big a paradigm shift as adapting a D&#038;D module to a superhero campaign (something I&#8217;ve done in the past). And that&#8217;s an edge that you can lose if you give up GMing a campaign to become a player.<\/p>\n<p>Simply because I&#8217;m thinking along those lines more of the time, I find it easier to conceive of sci-fi oriented campaigns right now. And that&#8217;s an phenomenon that will only accelerate over time &#8211; a feedback loop.<\/p>\n<p>Fortunately, I have Campaign Mastery to write for, and that &#8211; plus a fantasy element to the superhero campaign &#8211; has been enough to keep my fantasy chops from becoming completely encrusted; but even so, I&#8217;m noticing that it&#8217;s growing a little harder to get into the right head-space to write a fantasy-oriented article (once I break through the barnacles and rust, I&#8217;m fine). But it&#8217;s something that I&#8217;m aware of, and actively combating.<\/p>\n<p><strong>My Rating: <em>4\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>7. Less creative stimulation<\/h5>\n<p>You don&#8217;t have to be as creative to be a player as you do to be a GM. The downside of having fewer campaigns to prep for is that you have less variety of prep, and that (in turn) translates to less creative stimulation. As I identified above, my &#8220;fantasy&#8221; muscles are growing noticeably flabbier at the moment.<\/p>\n<p><strong>My Rating: <em>4\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h5>8. Less flexibility<\/h5>\n<p>I talked earlier about the upsides of having less flexibility and more rigidity in your life as a result of the shift from pure GMing to a combination of GMing and playing in the advantages section &#8211; but those don&#8217;t negate the downsides.<\/p>\n<p><strong>My Rating: <em>4\/5<\/em> Your Rating:______<\/strong> <\/p>\n<h5>9. Commitment<\/h5>\n<p>Of course, the reason you have less flexibility is because you have made a commitment to be a regular, recurring, <em>reliable<\/em> participant in the game. If you find that you are over-committed, you can&#8217;t scale back your involvement without breaking that commitment. To me, this is a strong enough consideration that it warrants separate consideration to that provided by the previous disadvantage.<\/p>\n<p>If you&#8217;re the type of person who never over-commits themselves, congratulations on being able to give this a very low score. If you&#8217;re more like me, you have my sympathies.<\/p>\n<p><strong>My Rating: <em>4\/5<\/em> Your Rating: ______<\/strong> <\/p>\n<h3>Analyzing the meaning<\/h3>\n<p>If you add up all the values I placed on the positives, you get a score of 32 &#8211; for me, in my current circumstances. Totaling the value of the disadvantages, I get a score of 27 &#8211; again, for me, in my current circumstances. That&#8217;s a balance of +5 in favor of the advantages, and means that right now, for me, the benefits of playing in someone else&#8217;s campaign at the same time as running my own outweigh the downsides. Your mileage might vary.<\/p>\n<p>And what of the future? As I continue to recover from my brush with burnout, and as the need to scratch my growing &#8220;fantasy itch&#8221; grows more intense, I can see the positives declining by 6, while the negatives rise by 2 (having gone through the criteria item by item and assessed where things are likely to go). So the trend is for the balance to shift towards -3.<\/p>\n<p>Inevitably, then, when the Edge Of Empire campaign runs its course, or the Dr Who campaign, I will look to fire up a new fantasy campaign, with myself in the GM&#8217;s chair. In fact, I&#8217;m starting to come up with ideas already&#8230; like using a &#8220;Quantum Leap&#8221; plot device to link totally unrelated fantasy adventures together&#8230; or maybe a very old-school simple campaign using the pathfinder system&#8230;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Not too long back, an exchange on Twitter led me to the question &#8211; does continuing to play RPGs on a regular basis make you a better GM? I&#8217;m certainly in a position to judge, since I continue to run multiple campaigns and have, for most of the last year, been a player in a [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[67,265,70,74,12,91,13,78,95,81],"tags":[151,155,109,236,218,282,283,223,165],"series":[],"class_list":["post-18068","post","type-post","status-publish","format-standard","hentry","category-dnd","category-dr-who-lovecrafts-legacies","category-gm-ing","category-mike","category-pcs","category-plans-and-prep","category-players","category-adventurers-club","category-tools","category-zenith3","tag-campaign-admin","tag-dd","tag-dm-advice","tag-fantasy","tag-pathfinder","tag-pcs","tag-players","tag-sci-fi","tag-tools-techniques"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p1toiD-4Hq","jetpack_sharing_enabled":true,"jetpack-related-posts":[],"jetpack_likes_enabled":true,"_links":{"self":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/18068"}],"collection":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/comments?post=18068"}],"version-history":[{"count":8,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/18068\/revisions"}],"predecessor-version":[{"id":18078,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/18068\/revisions\/18078"}],"wp:attachment":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/media?parent=18068"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/categories?post=18068"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/tags?post=18068"},{"taxonomy":"series","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/series?post=18068"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}