When you GM a campaign, it’s fine to make the occasional task a chore for the PCs. This is best handled with a quick description of how much of a pain in the ass it was, followed by moving on to something fun.

But you should never make anything a chore for your players.

This is a bit of a double standard, because for most GMs, at least an aspect or two of GMing will be a chore from time to time. I can’t stand statting out d20 System NPCs, for example, but sometimes it’s unavoidable. That’s a chore for me, but also a necessary evil (and for many other GMs, not an evil at all).

But nothing leads to player boredom faster than having to jump through a bunch of hoops to something basic, or slog through lengthy exposition, pointless puzzles, a long series of die rolls to accomplish a single task or any number of other things that might not sound so bad on paper, but that turn out to be terrible at the gaming table.

Unless you’re the kind of bad GM who has it in for your players on a personal level, chances are you don’t plan for anything in your campaign to be a chore for your group. Tools like the Loved, Blah, Hated list can help you keep tabs on things that didn’t turn out as expected, letting you avoid those chores (and other potential roadblocks) in the future.

The simplest way to sidestep this problem, though, is just to consider how things will play out before starting a session. Make this part of your game prep — it’s an easy one to put on your mental back burners and chip away at throughout the day, and it shouldn’t take very long.

When you’re considering how an element of your next adventure will turn out, just imagine that you’re one of your players and ask yourself “Will this slow down the game in a bad way?” (because not every slow moment is a bad thing).

If the answer is “Yes,” there’s a good chance that you’ve identified an element that might turn out to be a chore for your group.

What tricks do you use to avoid making things a chore for your players?