My impetuous enthusiasm for this roleplaying games hobby is both a blessing and a curse. More often that not, my impetuous “yes, let’s do that!” enthusiasm ends in disappointment when a game doesn’t get off the ground. But the hope sustains me too, the idea that maybe this game with this group, that’ll be the one that leads to great joy!

Today I received an email that injected me with hope. A person took the time to tell me their story of finding the roleplaying games hobby at least in part due to my efforts with Roleplay Rescue. This hope that they injected into me fuels the desire to keep pushing forward – to record another episode, to run another session, to give a little bit more.
In spite of disappointment, the hobby has never ceased to inspire and impassion me. Even when players bail, or the wheels fall off my prep, or when (to coin Wells’ phrase) the gulf between my aspirations and my powers is so glaringly huge… even then, I find joy and delight in the wonders of the imagination.
People are already talking of 2024 and what they might achieve in the grand New Year. For my part, despite many dreams and aspirations, I think I might simply be content to keep the wheels on Fellmyr and perhaps find space for an occasional face-to-face session with whomever is interested in sitting down.
While I might be tempted (like so many others) to rush off after shiny new games, brightly coloured settings, and the glitz of whatever is the current fad in the mainstream, the reality is that I have learned through experience that the greatest challenge (and glory) lies in simply turning up next session and playing.
Game on!

Another great post.
“…the gulf between my aspirations and my powers is so glaringly huge.” I resemble that remark!
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I relate. I played with my first proper, and very short-lived, D&D group in 1986. My second group formed in 1987 and we played every month for a few years – T&T, Warhammer WHFRP, Teenagers from Outerspace, Runequest 3 (I shudder even now at what Avalon Hill did to that edition).
I’ve experienced many poor sessions – bored players, poor GMs, bad adventures. But throughout the years, I’ve had a vision in my head: a group of players who get along and make the experience worthwhile. When it works, it can be fantastic fun. When it doesn’t quite work, and you’re the GM, it can be disappointing.
Still, after I first became interested in 1984, I’ve always loved the hobby, for better or worse.
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