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jtanzer Lieutenant Commander
Joined: 01 Mar 2023 Posts: 118
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Posted: Mon Nov 25, 2024 5:39 pm Post subject: |
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I'd argue that being able to structure the game is a more important skill. It almost doesn't matter how good of a narrator you are if the game structure sucks. I'd recommend getting a copy of So You Want to be a Gamemaster. I've got it and it's a good book, especially since the concepts there translate across gaming mediums. _________________ The best villians are the ones the PCs create. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10435 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sun Dec 08, 2024 11:35 pm Post subject: |
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Great stuff in this thread. Good GMs and gaming groups come in a wild variety, so I don't think there is only one good type of GM. GMs could be better or worse for the group they have.
One thing that I feel often makes a better GM is to not be enslaved to RAW.
One 'good GM' attribute I don't often see mentioned is knowing your strengths and weaknesses. I've GMed multiple games (but mostly SW D6) for over four decades now. I've had plenty of chances to see what I do well and what I don't do as well, so I've come to know myself and GM style very well. Overall, I'm a very good GM but I do definitely have some deficiencies. My GM-style and house rules are heavily informed by this self-awareness. I am not the best GM, but my game is carefully designed to bring out the best in me and the group as a whole. _________________ *
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Antilles Lieutenant
Joined: 06 Feb 2021 Posts: 76
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Posted: Wed Dec 11, 2024 6:42 pm Post subject: |
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Great tips, tricks and advices from experienced GMs.
Love to learn, as GM, new tricks too.
As PbP GM I would add some tips:
1) Keep the game going on. Descriptions, ambience, etc... Are important, but don't let this narrative/literary aspect to be a obstacle in the game, specially in combat (it doesn't make sense to write a very long post describing how all the shots fired by your group of players miss a group of stormtroopers, but writing a post paying attention to details, sensations, colours... of a key success of your players will make them enjoy every single word)
2) Take your time writing the climax of adventures, antagonist and main NPCs. A well written, vivid and rich post will always give a hint to your players that something is important (but don't confuse them with irrelevant details).
3) If you like the style of a Star Wars novels author, don't be afraid of imitate his/her style.
4) Use maps and images when necessary: sometimes an image says more than a thousand words.
5) Ask for help or for suggestions to your players: at the end, you all are playing together. That will help you to know "what works" with them and what doesn't.
6) And... Enjoy the game WITH your players. All this game and universe only has sense if everyone is having a good time. This advice can be applied in very different ways: for example, don't be afraid of making from a failed dice roll a funny situation (instead of making the player "feel bad" for the failure); or enjoying the way the group makes in universe jokes...
Sorry if some of my "advices" are a bit obvious... I'm not such an experienced GM as other GMs here (I have only GMed 6 adventures from 2020, when my group of players and I returned to this game) and my English is not the best. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Dec 12, 2024 1:37 am Post subject: |
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TO that, periodically ask "So what have you guys liked, or hated"? _________________ Confucious sayeth, don't wash cat while drunk! |
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