3 Most Underrated Traits for Gamesmasters

I was having a conversation with @Campbell about important GM Traits. I thought it might make for an interesting conversation and it might be interesting to see where ENWorlders come down on this question.

There are a lot of traits that make a good Gamesmaster. I'm certainly not going to cover them all. However, I think some get too much purchase while others get short-shrift (in total and in just how important they are).

Folks out there may also think that some traits that the general GMing populace value (such as creativity or suite of clerical skills or cognitive bandwidth - the capacity to use our finite mental resources efficiently and effectively) are indeed not valued enough (hence they might be binned in the top 3 most underrated pile).

I'll start with my top 3:

* Thoughtfulness

* Humility

* Curiosity
 

log in or register to remove this ad

MGibster

Legend
1. The ability to gain nourishment from the tears of players.
2. The ability to block out cries of anguish and pain.
3. The ability not to cry when player characters spend the entire session focused on a random NPC you barely sketched any information about while ignoring the carefully constructed adventure you had envisioned. (Oh, hell. Go ahead and cry.)

Okay, that's not really good. Let's do this for real.

1. Being able to accept that the game is a shared experience and that players also shape the game.
2. Being able to roll with it when things don't go as anticipated.
3. Being able to treat everyone at the table with respect.
 



Campbell

Relaxed Intensity
I'm pretty sure you mean to hold on loosely, but don't let go. Because if you cling too tightly, you're gonna lose control.

I mean lightly in the sense of being willing to let the things you create go. Plot threads, NPCs, adventures, story arcs, entire campaigns, whatever. I mean being willing to lose control of the process and let things just go the way they want to go.

 




loverdrive

Prophet of the profane (She/Her)
I don't think I can add anything to what the others have said other than:

Lack of mercy. A good game master should be willing and able to really hurt the PCs. Not just wave a stick around, not just slap them, but really freaking hurt them. Break their bones, their hearts and their souls. That's something I personally struggle with sometimes and often have to remind myself of when I stare into the puppy eyes the players make.
 

Yora

Legend
Understanding that the game exists to entertain the players. Not for the players to entertain you. It's about the players' experience, not about performing your play. If your priorities are off, everything else won't work as well as it could.

A good GM can read the room and pay attention to all players, especially when they are not currently talking. In addition to being the computer that handles the game mechanics, a regularly overlooked role of the GM is to be a conductor and moderator. The ability to subtly put a break on some players and create opportunities for others to contribute.

Third would perhaps be the ability to improvise smoothly on the fly. The key to which is being well prepared. A good GM does not prepare specific situations, but has a toolbox ready with methods and contents that can be applied in the moment without having much to think about it.
 

Remove ads

Top