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Are DMs better players?
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<blockquote data-quote="James Heard" data-source="post: 1423877" data-attributes="member: 7280"><p>I have that problem. It's pretty easy to manipulate players from either side of the screen sometimes and 'run' the party. Also, that occassionally leads to conflicts with other GM players who're doing the same thing or the rare player who actively looks for it. I've noticed a tendency to metagame when I play, but instead of OOC'ing about it I'm more prone to try to find a reason to follow plot hooks because they look interesting rather than report that they're occuring when I see them. It's more challenging that way.</p><p></p><p>I think my worst fault as a player is that it's not very hard to notice poorly prepared or railroading GMs, or worst GMs who can't manage to do absolutely necessary things like speak clearly and concisely and manage to keep some sort of order on the group. </p><p></p><p>I've been known to forgive an occassional railroad or "I had a date last night so sorry if I might be making some of this up on the fly" silliness, but if I'm the one that's having to keep everyone interested in someone's game because the GM can't be understood and can't muster enough charisma or interest...I play games so I can rest, not to do the exhausting work of being center stage and holding everyone's attention all the time. It's nice to be able to shut up and eat pizza sometimes while the rest of the party is making attack rolls.</p><p></p><p>Some of the worst GMs in my group still make excellent players though, and my favorite GMs other than myself are usually the first players I call when trying to get a group together. Not only do I know that they'll bring players with them normally, I know that they're usually better players too. As a side effect, as long as you can avoid those nasty personality conflicts between player-GMs, your players unconsciously have all the leadership they're normally used to readily available. Heck, occassionally those nasty personality conflicts make for great game sessions too - as long as you everyone can take the time to take two steps back and remember that they're not in character. We usually resolve them by calling a break and having everyone explain everything OOC, sometimes when two characters are following unspoken conflicting metagame reasonings everything can be resolved with "Oh. Well let's do both things and try to find a reason both characters would go along with it."</p></blockquote><p></p>
[QUOTE="James Heard, post: 1423877, member: 7280"] I have that problem. It's pretty easy to manipulate players from either side of the screen sometimes and 'run' the party. Also, that occassionally leads to conflicts with other GM players who're doing the same thing or the rare player who actively looks for it. I've noticed a tendency to metagame when I play, but instead of OOC'ing about it I'm more prone to try to find a reason to follow plot hooks because they look interesting rather than report that they're occuring when I see them. It's more challenging that way. I think my worst fault as a player is that it's not very hard to notice poorly prepared or railroading GMs, or worst GMs who can't manage to do absolutely necessary things like speak clearly and concisely and manage to keep some sort of order on the group. I've been known to forgive an occassional railroad or "I had a date last night so sorry if I might be making some of this up on the fly" silliness, but if I'm the one that's having to keep everyone interested in someone's game because the GM can't be understood and can't muster enough charisma or interest...I play games so I can rest, not to do the exhausting work of being center stage and holding everyone's attention all the time. It's nice to be able to shut up and eat pizza sometimes while the rest of the party is making attack rolls. Some of the worst GMs in my group still make excellent players though, and my favorite GMs other than myself are usually the first players I call when trying to get a group together. Not only do I know that they'll bring players with them normally, I know that they're usually better players too. As a side effect, as long as you can avoid those nasty personality conflicts between player-GMs, your players unconsciously have all the leadership they're normally used to readily available. Heck, occassionally those nasty personality conflicts make for great game sessions too - as long as you everyone can take the time to take two steps back and remember that they're not in character. We usually resolve them by calling a break and having everyone explain everything OOC, sometimes when two characters are following unspoken conflicting metagame reasonings everything can be resolved with "Oh. Well let's do both things and try to find a reason both characters would go along with it." [/QUOTE]
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