At some point I picked up a copy of Complete Kobold Guide To Game Design by Wolfgang Baur et. al. The last third of this book focuses specifically on writing, pitching, and publishing for freelance RPG creators. In reading theses essays i began to form the impression that there is a bit of depression that happens after you wrap up a big project.
A big sucking pit of nothingness if you will… And I fell smack into the middle of it after play testing Capers. I am not 100% sure why. But it is definitely a thing to watch out for. I suspect part of it was the novelty of working on a deadline. Another component was all of the things I put off to make the deadline caught up to me. Also while I was working on the project, one of my dogs hurt his back and lost the use of his back legs… so I had to deal with that as well.
(Over the past month he has been making an excellent recovery and now is able to walk around on his own)
The problem is getting back to it… I have got myself into not doing it and focusing on other areas of my life. I have made it a point to play some video games, and watch some movies… that stuff is important as a Game Master to recharge your batteries. Problem is it is even harder to get back to writing because now there is crushing guilt.
But it is time. Time to crawl out of the sucking pit of nothingness and get back to work. I have got to leave all that baggage behind and just move forward. Failing is as much a part of the creative process as succeeding, probably more so. Just got to own it and move forward.
If you feel this happening to you I suggest acknowledging it and move forward. The sooner you get back to your creative endeavors the sooner you can leave the sucking pit of nothingness behind.