Hmm...different thing for different reasons. But overall, I voted Materialbase, simply because graphics are a huge pain for me. I have Zero ability/skill when it comes to making my own graphic resources of any kind (meaning anything from Spriting down to just drawing a simple picture to use as a battleback), so any resources I ever use that are not going to be from the RTP have to be found or requested or obtained from a friend or something... When you can't make your own stuff, it's harder to make your game's elements really look like you envision them in your head.
Other than that:
-Database work is a very mixed bag. Coming up with concepts and names (and even backstories, when appropriate) for weapons, skills, monsters, etc. is great, but making them all work together in the game and balancing everything out is horribly tedious.
-Mapping is very long and very hard, yet I still really enjoy it, and I personally think that strong atmosphere can add a lot to a game.
-Eventing is pretty fun to me. Once I have an idea for a scene, I like exploring the different options to see how I might make it work. Plus, events are obviously the area where the actual story writing and character development become most visible. Writing the actual plot of a game is something that come much easier to me than the "technical" aspects (such as scripting) or graphical aspects (such as spriting).
-Scripting is something I'm still learning, so I can't really comment on how much it sucks or doesn't suck. Based on my experience so far, though, I'm pretty sure it will never be my favorite part of gamemaking, but it wouldn't be my most hated part, either.
-Other: Distribution? Recruitment? No idea. These are things I really haven't given ANY thought to. XD