This post is part of a series of posts on foundations of game mastering. First post in the series can be found here, and next one here. As usual, if you are confused about any terms, make sure to check out the glossary. Final essential component that goes into emotional management the GM has to do is what I call “Unfun”. This is, quite literally, the opposite of fun - things that can significantly reduce someone’s enjoyment of the game. One obvious component here is boredom - broadly, not getting hits on the fun categories that are important to you - but there are others as well. Let’s go through them.
interesting read!