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What are your strengths and weaknesses as a GM?

Blue

Ravenous Bugblatter Beast of Traal
Strengths
  • Good at voices and defining mannerisms for NPCs.
  • Adjust campaign arcs based on what players are showing interest in.
  • Nothing is "true" until it hits the table. I frequently am changing details and whole bits to work them into what's going on and also player interests/expectations. My campaign arcs at the end of a campaign look nothing like the few I had envisioned at the beginning.
  • Good (and accepting) of players adding to the wrold - fleshing out cultures, organizations, and the like that relate to their characters. Gives players a sense of buy-in.
  • I run multiple plots all at the same time so that the players always have lots of choice what to d next - and frequently improv when they do things I didn't expect.
  • Give each character character arcs taken liberally from their backgrounds as well as in-game actions. Make sure that I give each character spotlight opportunities every adventure. Related, I look for character features and skills that haven't come up recently and use those for inspiration on session prep. "Hmm, Silas hasn't had a chance to use his trap skills recently..."
  • Love giving "Faustian bargains", where a character can get a short term advantage for a longer term problem. "Well, you strike at the baleful cauldron with your magic axe, but didn't roll well enough to destroy it. You see more of the undead spawning in it's depths. I'll give you a +5 on that roll if you're willing to sacrifice the axe in the destruction."

Weaknesses
  • Horrible at doing episodic - never developed the skill.
  • Need to get better at moving things along. Both helping players take actions (look, a 2 hour morale debate - which I love - but not much done in the session) as well as streamlining some things. For example when entering a new city I'll give feelings about the districts they are passing through, describe some folk, maybe street entertainment - it gives a good feel, but having the characters nip into half a dozen stores I describe to see if they have anything neat could perhaps be collapsed into a out-of-character buying session with a few rolls for discovering some unusual things for sale that I prepared.
  • Lousy memory, so if I don't have it written down it will fade. My players often remember bits about my NPCs that I don't - something that came up in play and I improv'd it but never recorded.
  • Prefer doing high level grand vision prep to the nuts-n-bolts prep of what I need next session.
  • Can't stand running campaigns in someone else's well defined setting, especially if some players are more familiar with it than I am.
  • Making combats as dynamic as they can be. Sometimes they bog down into grinds. (One of the reasons I like running 13th Age - it has the Escalation Die mechanic to prevent that.)
 

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FickleGM

Explorer
Strengths

- Improvisational skills
- Even-handedness
- Adaptability

Weaknesses

- Fickleness
- Poor note-taking + poor memory
- Poor at doing accents
 

77IM

Explorer!!!
Supporter
Strengths:
- Portraying NPCs, especially wacky memorable NPCs.
- "Laying pipe" -- I mean this in the screenwriting sense ( http://robin-d-laws.livejournal.com/220684.html ), not the other sense. ;) I mean... I am good at it in the other sense too... like really good... (call me?)
- Presenting interesting dilemmas to the PCs.
- Making sure every player gets some spotlight time.
- Game rules: I'm really good at remembering them, understanding them, and adjusting them on-the-fly.

Weaknesses:
- Running combats: there's just too much going on for me to keep track of it all, and I wind up playing enemies dumber than I should.
- Descriptions, particularly visual descriptions; I'm a very visual person, but it's sometimes hard for me to imagine a thing and convey what I'm seeing at the same time. This is especially hard when running combats. :(
 


Ovinomancer

No flips for you!
As for the OP question, I usually think in terms of what I'm working on to improve rather than what I do well and what I don't do well. DMing, like playing an instrument, is something you continually work on, IMO.

Currently, I'm working on expanding my improv skills by running a game where the players have much more input. I'm working on adding a more immersive gameworld that incorporates what the players care about. I'm working on changing a few of the conceits in my running style and trying out new paradigms to see if they work better for me/my players. And, as always, I'm working on spending less time off-topic and more time in game.

Not that I do any of those poorly or well now, or that other things aren't also going to be added/removed from the list as time goes, but those are my current points of interest in improving my craft.
 

Celebrim

Legend
By this point, you ought to be able to list these just on the basis of the content I've posted to the forums.

Strengths
Memorable NPCs
Detailed immersive world building
Good map making skills
Philosophical and strong plotting/conflicts
Fun tactical battles
Excellent rules smithing

Weakness
Improvisation, particularly of a character's conversation when I haven't had time to brainstorm and 'grok' the character. I also need to work from at least a few sentences for room descriptions, even if I can improv off notes, with no notes I freeze up too much. A good example of the problem is I hate published material that will say things like, "Character one insults Character two", or "Character one complains to Character two." If I don't have in mind what that sentence actually is prior to needing it in the game, it will certainly come off as lame.

I'm not witty and I have a limited sense of humor, so I can do certain types of NPCs as funny based on them being weird (goblin chefs, fairy creatures), but I can't actually pull off charming in an NPC.

I have a limited voice acting range.

I can and will kill your beloved PC dead.

To often, I let my own need for things to make sense and be coherent get in the way of what would be fun.

Pacing can be slow at times. Plots tend to be very epic and take a long time to unfold.

In the middle
When I actually prep, I consider myself a nigh world class DM. But I don't always put as much into the game as it deserves.
 
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Wednesday Boy

The Nerd WhoFell to Earth
Weakness
I don't have the passion and drive to put in the weekly homework required to run a really great campaign.

Strength
I recognize my weakness and only run infrequent one-shots.
 

DM Howard

Explorer
Try to list at least one of each!

Strength:
- I'm very good at improvising and running with it. Some of my best sessions are completely winged.

Weaknesses:
- I am *terrible* at voice acting. Like astonishingly bad!

I am the polar opposite! :) I can do different voices pretty well, but I am terrible at winging it.
 

pemerton

Legend
Strength:
- I'm OK at making stuff up, which is important for the games I run.
- I'm good at mental arithmetic and calculating probabilities.
- I'm pretty reasonable when it comes to rules adjudication.

Weaknesses:
- I can be pretty lazy in my reliance on well-worn tropes when I make stuff up.
- I have a very sentimental streak.
 


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