General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
The other day I was thinking about my GM-fu and of course, I always look for ways to improve it by reading blogs, posts here and a couple of other places, and just published stuff. My question is when you play, what’s the best quality your GM has? What is it about him or her that makes the game "kewl"?
I DM for my group and I find that the best thing I can do for them is be open to their suggestions for the game/direction. Flexibility is key and thinking on your feet works wonders. Letting them guide my story and being adaptive/reactive to their desires (stated and unstated) is what I try to do.
I DM for my group and I find that the best thing I can do for them is be open to their suggestions for the game/direction. Flexibility is key and thinking on your feet works wonders. Letting them guide my story and being adaptive/reactive to their desires (stated and unstated) is what I try to do.
Ah, but is this the same quality that you've played under a GM that has worked for you or was it something else?
The rare few times I play, I really want to play. In fact, I don't know of many who don't, obviously. With that being the case I want a GM who's active in the game, always presenting situations, obstacles, feedback and interaction. I want someone who can control pace and not let the group lollygag around accomplishing nothing. A GM who's organized so when things happen there's no waiting around for them to 'suddenly get ready. A GM who knows how to go 'round the table altering the spotlight, not just on one or two folks.
So: best quality? Activity & attentiveness.
-DM Jeff
Last edited by DM_Jeff; 11th August 2009 at 05:07 PM..
Definitely "hearing" your players is the most important thing. I've run many a game where the party derailed things really quickly, but instead of taking umbrage, I rolled with it (OK, you don't want to clear the keep of monsters, but instead want to set up a mercantile operation in the village?) and some - not all - but some of those side treks have been some of our more memorable games.
Handouts are always big. Having different voices/accents prepared for the NPCs can work if that's a skill you've got. Delegating the rules to another player - often the rules lawyer - that'll help speed you up. Letting the players who want to be experts on something (again rules, or the campaign, or skill checks or what have you) shine is key.
The rare few times I play, I really want to play. In fact, I don't know of many who don't, obviously. With that being the case I want a GM who's active in the game, always presenting situations, obstacles, feedback and interaction. I want someone who can control pace and not let the group lollygag around accomplishing nothing. A GM who's organized so when things happen there's no waiting around for them to 'suddenly get ready. A GM who knows how to go 'round the table altering the spotlight, not just on one or two folks.
So: best quality? Activity & attentiveness.
-DM Jeff
I think that if I had my choice, this would be it too. I feel that DM's who are engaged, organized, and ready will present the best adventures even if they are poorly written by the worst and most absurd authors on the market.
Definitely "hearing" your players is the most important thing. I've run many a game where the party derailed things really quickly, but instead of taking umbrage, I rolled with it (OK, you don't want to clear the keep of monsters, but instead want to set up a mercantile operation in the village?) and some - not all - but some of those side treks have been some of our more memorable games.
Handouts are always big. Having different voices/accents prepared for the NPCs can work if that's a skill you've got. Delegating the rules to another player - often the rules lawyer - that'll help speed you up. Letting the players who want to be experts on something (again rules, or the campaign, or skill checks or what have you) shine is key.
I love giving out handouts too. I write at least two or three handouts per mod. If it's a large mod, I'll have about six to 10.
Knowing when to say "Yes", but also when to say "No".
RC
__________________ [A]ny good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.
RCFG - My free mostly-OGC OGL game! RCFG is intended to be a fusion between OS & NS playstyles, giving the advantages of SRD-based gaming coupled with quick character and adventure generation and an Old School feel.
Charisma. Listening to your players is important, but not as important as having the ability to get them to listen to you.
I agree with this concept. I remember where there was one GM who had the personality of wet cardboard and I just couldn't pay attention to him at all during the con game. I know that if I was to show up for a home game, I doubt seriously that I would stick around. I don't remember the game that we played other than it was fantasy (I think Herosystem).
I've played a lot more than usual in the past year (I usually GM), and the top qualities of the better GMs I've played under are flexibility, improvisational ability, and NPC characterization (this last one is something I personally suck at, and need to work on).
If the GM can roll with the punches and keep the game flowing smoothly while presenting believable and engaging NPCs for me to interact with, that's a good session.
The most important thing for a DM is to make sure his players have a good time. That is more important than how old-school or new school he is, how simulationist or gamist he is, or whether he is a storyteller or wargamer.
A good DM compromises with what his players in his party (at his party?) want to do.
Knowing that he's running the game FOR you. I don't know how many DM's I've played with that missed that fact. They'd have their 300+ page campaign outline with every NPC, plot, and decision mapped out ahead of time. Then, when the players missed something, or did something out of context, they were stuck in the mud.
I have always adhered to the simple understanding that my job is to ensure the players are having fun. I can't make all the fun, but I do have to add hooks that the players are interested in, pay attention to their backstories and motivations, and ensure that in what I'm doing I bring the enthusiasm and excitment that I felt while designing the adventure.
__________________ "..Death greets me warm; Now I will just say goodbye.."
My question is when you play, what’s the best quality your GM has?
Incredibly bad luck at rolling dice.
__________________ The Pbartender
"I don't believe it. There she goes again! She's tidied up, and I can't find anything! All my tubes and wires and careful notes and antiquated notions..." - Thomas Dolby