Ralif Redhammer
Legend
Being open to being wrong, being able to admit when you've made a mistake, yeah, those are very important. Players will generally forgive a mistake (okay, so there might be some gentle razzing) if you own up to it, but if you double-down and refuse to admit to being in the wrong, that's something they'll remember.
Being able to toss out (or rearrange) what you have planned if the PCs aren't interested in it is vital to bringing the world to life, to making it feel like a living place. And of course, not letting the players have any control over the direction of the game, holding to tightly, yeah, that squeezes the life out of the game.
* Humility
Being able to toss out (or rearrange) what you have planned if the PCs aren't interested in it is vital to bringing the world to life, to making it feel like a living place. And of course, not letting the players have any control over the direction of the game, holding to tightly, yeah, that squeezes the life out of the game.
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.