Hello everyone, I am a new member here at EN World, but am very familiar with the site from my experience searching for information pertaining to D&D. I thought that this would be a great place to get some help with a project I am working on for a local business. If you have the time, please leave a reply in response to the following query:
Think back to the best GM you ever had in any tabletop RPG gaming experience. What do you think made them such a great GM? Give a specific example of something they did, and explain why you think that makes them great.
I can only answer for the style and type of game I like. That caveat in mind:
1- Someone who takes the game seriously. They put in the time and the effort to make sure that the game runs smoothly for all involved. They
work (and thats a key word here) to develop the information they need for each session in advance, as well as in sufficient depth to cover a wide variety of actions we silly players might take. Obviously he cannot cover every possible iteration, which brings us to point 2!
2- Someone who can wing it in a way that remains true to the core of the game. In other words, they don't just pull stuff out their butt, they draw upon the well of knowledge of the system and their world and can create a reasonable situation based on almost anything a player decides to do, mid game.
3- Someone who does not fudge rolls. At all. Ever. As soon as they do, and we players find OUT they do? We feel cheated and the game world is lessened for it.
4- Someone who uses their own world and adventures. This perhaps I'd consider my most controversial point: GMs can run settings like FR, Greyhawk, Eberron, etc and do a good job. They can run adventure modules with their own spin on it. They can be good GMs doing this. Servicable GMs. The game can be fun. But they will
never be a great DM if this is where they do the majority of their work. By all means. Great GMs can steal from settings and adventures, thats fine, but they cannot 'take a setting and then spin it/twist it'...they must take their OWN setting that they know, intimately, and add other things to it from differing sources if they wish.
A custom setting is crucial because it allows the GM full freedom and frees it from the pre-conceived ideas about that setting from the players. Even unconscious/subconscious ones. Does this take more work? Yes. But a GREAT GM doesn't use pre-made modules/settings for most their games. Maybe one shots, maybe intros to a new edition/system they are trying. But never for a serious campaign.
Edited to add:
5- A great GM is able to read the players at his table keenly and to engage them in a way that they find interesting and fun when they are getting bored. Subtle is best, but sometimes you have to be very not-subtle. A great GM will know. They will be able to resolve issues at their table quickly and to the satisfaction of all...and if there is a player who is not fitting at the table? They will politely but firmly ask them to go. (Note: A great PLAYER will recognize when he or she is not a good fit and excuse themselves prior to this happening).