When Too Much of a Good Thing Kills the Game
By Durven’s aching joints, I’ve watched campaigns drown under mountains of “more.” More encounters, more plot twists, more loot, more snacks, more drama—’til the session feels like a seven‑course feast you’re forced to finish. Gluttony’s not just about food; it’s about indulgence without restraint. And in gaming, overindulgence sours the very fun you’re after.
The Hidden Costs of Overindulgence
Burnout: Players who never get downtime start skipping sessions.
Boredom: Endless combat grinds story to a halt. Constant roleplay can tire folks who crave action.
Chaos: Too many dangling plotlines confuse everyone, including the GM.
Tensions: When one player’s indulgence hogs the schedule, others feel ignored.
Want a wake‑up call? Take a look at Put the Bacon Down and Roll Initiative and How to Keep a Game Going When Players Keep Leaving. They’ll remind ya why balance matters.
How to Keep the Pace Without Depriving the Party
Rotate Activities: Mix combat, exploration, and social scenes. Too much of any one drains energy.
Set Limits: Decide how long sessions will run and stick to it. Folks have lives outside the table.
Savor the Story: Let victories breathe. Pause to celebrate before jumpin’ to the next crisis.
Ask for Feedback: Every few sessions, check if folks want more or less of something. Adjust like a good cook.
Remember: no one leaves a feast happy if they’re forced to lick the platter clean.
For more advice on fixin’ bloated games, read How to Fix a Game That’s Starting to Fall Apart or When You’re the Only One Who Cares If It All Falls Apart. Sometimes less truly is more.
Final Toast
Pace yerself, lad. A great campaign isn’t a marathon of endless content; it’s a balanced meal. Respect the appetite of your table, and you’ll find sessions end with smiles and folks eager for the next course. Want to talk pacing, plot pruning, or just share a tale of a campaign that ate itself? Stop by About Mike’s Tavern or drop a line via Contact.
FAQ – When Too Much of a Good Thing Kills the Game
Q: How long should our sessions be?
A: Aim for whatever leaves folks energized. Three to four hours is plenty for most.
Q: Is running multiple campaigns at once bad?
A: Only if it spreads ya too thin. Better to do one thing well than three things poorly.
Q: What if everyone says they want more content?
A: Check again in a few weeks. Folks often confuse “excited” with “overbooked.”
Q: Should we limit loot or XP?
A: Sometimes. Showering rewards too fast can dilute their meaning.
Q: How do we tell the GM we need shorter sessions?
A: Honest feedback works. Most GMs would rather adjust than lose players to burnout.