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What makes a "bad GM" or a "bad player"?
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<blockquote data-quote="thefutilist" data-source="post: 9281441" data-attributes="member: 7044566"><p>So I have a particular brand of ‘story now’ play that I approach most of my games with. Assuming the person would actually find that style fun, then I tend to have to teach a few things.</p><p></p><p></p><p>What it means to create a story together (in this context)</p><p></p><p>How to view a character in terms of priorities.</p><p></p><p>What conflict is and what conflict resolution is.</p><p></p><p>What escalation is.</p><p></p><p>What situation sensitive priority change is.</p><p></p><p>How introducing stuff into the game world, as a player or GM, has a specific kind of impact.</p><p></p><p>This is either basic stuff that people get fairly quickly, sometimes with a small bit of work or I find it’s nearly impossible.</p><p></p><p>If they get those 6 points then sometimes they have bad habits, as I do, and if they can be identified there’s probably ways to fix them.</p><p></p><p>Which finally brings me to answering the question. </p><p></p><p>Which is they’re just bad at producing characters that don’t seem either weird or 2 dimensional card board cut-outs. I don’t know whether that skill is teachable because it’s so intertwined with personal taste it’s hard to parse the two.</p><p></p><p>Otherwise people can be generally better or worse and we all have moments we’re really on and a bit off. Or we think we have a great idea that’s terrible in play for whatever reason.</p><p></p><p>Talking about and thinking about the aesthetics of fiction is probably the only way to improve.</p></blockquote><p></p>
[QUOTE="thefutilist, post: 9281441, member: 7044566"] So I have a particular brand of ‘story now’ play that I approach most of my games with. Assuming the person would actually find that style fun, then I tend to have to teach a few things. What it means to create a story together (in this context) How to view a character in terms of priorities. What conflict is and what conflict resolution is. What escalation is. What situation sensitive priority change is. How introducing stuff into the game world, as a player or GM, has a specific kind of impact. This is either basic stuff that people get fairly quickly, sometimes with a small bit of work or I find it’s nearly impossible. If they get those 6 points then sometimes they have bad habits, as I do, and if they can be identified there’s probably ways to fix them. Which finally brings me to answering the question. Which is they’re just bad at producing characters that don’t seem either weird or 2 dimensional card board cut-outs. I don’t know whether that skill is teachable because it’s so intertwined with personal taste it’s hard to parse the two. Otherwise people can be generally better or worse and we all have moments we’re really on and a bit off. Or we think we have a great idea that’s terrible in play for whatever reason. Talking about and thinking about the aesthetics of fiction is probably the only way to improve. [/QUOTE]
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