I think part of that is based on the way a lot of groups play, which can be kind of over the top with silly voices and play-acting (A style that I indulge in myself a lot of times.) But the bigger problem is that it is difficult to organize a real high quality tabletop RPG session. At least not without running into the challenges of time, resources, and having the right kind of group to play with.
When you go to the movies, play a video game, or read a book, you can choose your own time and place to do it. You are immersing yourself in the creativity of an artist who has risen to the top of their field, who has honed their craft, and you know that they wouldn't have gotten that far without demonstrating some talent in their medium. When you play Dungeons and Dragons, you have to hope that you find that kind of creative mind in your own hometown, be friends with them, and coordinate a time when you can all get together with a space available to meet in.
I was talking to a Dungeon Mastering friend once, and we agreed that just about everyone has a story about a bad DM experience, and for most people it is also their first experience with gaming. That's a big mark against the hobby right there. Something like four out of five dungeon masters will run a game that is just not as much fun as your standard video game or comic book.
The players might keep playing because there is still a core appeal that hooks people in even if the material they are playing is bland. And keep in mind, that I have struggled with these short-comings when running my own games. I am far from a perfect DM, and my choice to deal out advice doesn't come from a sense of superiority, but from wanting to share my experiences and ponder the inner workings of what makes a fun game.
The problem is that a lot of DMs don't ask the question "What can I do better?" Whether it doesn't cross their mind or they are afraid of the answer doesn't matter. The point is that a big part of being the GM or DM is learning how to develop your techniques of problem solving and resource management just as much as your players.
That's why a lot of game-runners have problems if they are not used to being in a position of leading or coordinating things. If your personal issues with ego and authority crop up during a game, it can be disastrous. I have personally found myself on either end of that problem, as I have run some bad adventures myself.
The trick is to never let yourself get discouraged. Pick yourself up and keep writing and using your imagination. And don't let your worries that it won't be good enough keep you from running games. Practice makes perfect. Put your best ideas out there first and foremost, don't try to store them all up for later. Your imagination isn't finite, you can always come up with something new and improved. Start by building on your best material and keep reading your players and learning from them. Check in with them whenever you can, and ask them what they want more of in your games, what they like and dislike.
I have a rule that after every game I find one thing that I can improve for the next session. One thing, every time. Even if it's something as small as changing the placement of the maps and miniatures on the table, or having extra pencils or dice on hand. Sometimes it might be remembering to add more traps or making a list of the most frequently used skills so I can provide more challenges related to those skills. The point is, it's best to be constantly improving because there is no such thing is perfect and if game mastering is something you enjoy, you should certainly enjoy doing it better.
Happy ventures!
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