I'm not talking about when GMs develop a god-complex and start saying no to every player request just for the fun of it (being a long-time GM myself, I don't see anything wrong with it). I'm talking about when you need to come up with a new storyline/campaign/adventure/quest/unkillable beast/excuse to stay up late gaming, and just start drawing a total blank. Any advice I give you here is useless (hey, I didn't want to change anything now), you're hopeless when it happens. But don't worry, there is hope. What you're lacking is the little fickle sprite of inspiration. That, or you have the inspiration, but just not the motivation to use it. These are two similar things, and I don't feel like writing something long, so we'll get the motivation part out of the way. There are two ways to get motivated. Annoy your players by putting off gaming sessions long enough, and they'll motivate you. Of course, if you don't enjoy physical pain (just mental - after all, why else would you be GMing?), you can always use chemical enhancements. Both sugar and caffeine are still perfectly legal, but you might want to act now . . . you never know in California. Since we're comparing inspiration and sprite (the pixie, not the soft drink - although it is a little known fact that Sprite was originally made with Fae Folk - I mean, I certainly don't know anyone who's seen any fae since they started making it), the best way to get it to come back to you is to use lots of tinsel and glitter. Barring that, you need to find something to get you moving, even if you're not inspired. Seriously, even a dumb or overused idea to start off with can build momentum and turn into something just as dumb and overused, but still way more fun than doing housework. For example, you can base your stories on real life news. Someone famous (but it wasn't Lars Ulrich) once said "Reality is way more interesting than fantasy. Fact is stranger than fiction." Of course, someone also said that bears can't climb trees. I'm not sure if it's the same person, but either way there's a point here. Rather than bore you with it, though, I'll give an example. There's this kingdom, right. And the old king either dies or decides to retire somewhere to live in more or less obscurity. Well, besides an incident with a temporary staff member of the castle. But anyway, his wife tries to enter the Council of Lords, Ladies, and Talking Animals. So, there are these two nobles that want to be king, because it's a very kingly thing to do. Neither of them were related to the king. This kingdom works based on whoever has the most friends/money. Well, the group of nobles all go to elect a new one, except for those in a small province to the southeast of the kingdom. They seem to get a little lost along the way (a dastardly ogre reversed the "This way to the Election" and the "This way to get lost in the Perpetual Infernal Bog of Getting Lost and Stuff" signs. The goal of the adventurers is to do something regarding this. Knowing players, it will involve a lot of arguing amongst them, and then the pcs going off to slay a bunch of critters in a dungeon. Thus, as always, they will totally ignore all the work you put into the story and do their own thing. Just remember, at least this time you didn't put so much work into it. Heck, neither did I. Oh yeah, and make sure to switch the "This way to the Dungeon of Getting Cool Stuff" sign with the "The detour route to the Perpetual Infernal Bog of Getting Lost and Stuff." J **** Players - since I know you'll have read this anyway. When you ask the GM "So, when is the next session/campaign you're running?" and they get a deer in the headlights look . . . this is your perfect chance! Go ahead and put your arm around the GM's shoulder, and say to them "Hey, pal - I understand. Let me give you a few ideas . . ." If you don't know what to do from there, don't look at me. I just work here.
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