/tg/ is best in doses of a few days to a few weeks interspersed with T breaks of a few weeks to a few months.
I notice if I go longer than 2 to 3 weeks on /tg/, the time I spend on it starts negatively effecting things I do IRL.
If I stop having solid reasons to visit /tg/ & it’s slipped into my short list of things to do when I’m bored, it’s time for a break.
The more active (active not just busy) I am in Things IRL and the more games I’m playing or running, the easier it is to keep the time I spend on /tg/ controlled and moderate.
Like right now I’m In two campaigns, one on on Monday evenings the other on on Sunday evenings, and I’m going to be running a game on Tuesday evenings. (A gentleman adventurer in a foreign land looking to rebuild his fortunes and has stumbled into evil to thwart, a junior science officer in a space opera on a first contact mission, and a post appoc campaign where the players are ai/undead constructs scratching out a place to live)
ALL THAT SAID THOUGH
what is the best thing I get out of /tg/?
When people storytime their campaigns.
I’ve learned about and been inspired to get into systems and settings, and been
Inspired to run or seek out games from storytime a on /tg/.
Also I enjoy and get inspired by some of the ideas I see in threads that center around themes.>What is /tg/ at its worst for me?
When I use /tg/ as a way to kill time I should be spending on other things, and/or as a way to avoid thinking about what I should be doing and the planning, prioritizing, and scheduling ground work needed before getting those things done. A time sink that lets me ignore life instead of take a break so I can return to life fresher.
I hope this helps you move toward figuring out what /tg/ is at its best and worst for you. It’s different for everyone. But working out the various ways you use it and which are good and which are warning signs is very useful.