It is a bit of a pattern that I suffer from, yes.  The problem is chiefly emotional.<br/><br/>Thinking about it, the biggest problem I have is the strain of maintaining a consistent game state over several months, since vital information tends to get lost in the shuffle no matter how carefully I try to keep up my notes, and I find it very stressful when I'm called out on important details changing at random.<br/><br/>I don't really feel any desire to continue the game at the moment, and I'm somewhat irritated about it.  I just don't want to have to deal with all of the notekeeping I need to manage, combined with the strain of enforcing the game rules.  It's easy enough for me to construct a compelling scene, but trying to make it actually work together as a coherent plot with everything else is an incredible challenge, especially when I have to handle so many different facets of the game at once.<br/><br/>The degree of difficulty is the main reason I'm unwilling to continue, because I'm only going to have more trouble with havng to rely on lazy plotlines like sabeteurs showing up on the ship more as time goes on.  I'm not really confident in being able to make the game run easier using away team missions, because I'll have to create justifications why problems can't be solved by heavy air support, or have to deal with half the group refusing to put themselves in harm's way, and having to come up with things for them to do while the rest of the PCs engage in ruin exploration and treasure hunting.<br/><br/>On a less intractable level, I'm also more interested in a more psychological and pessemistic game at the moment, which makes it hard for me to run something that's epic and happy.  The increased deadliness of recent challenges is mostly a result of that, though also because I think that over the top villains are a fun way to be epic.