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Are Good GM's good writers/storytellers?
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<blockquote data-quote="Mr. Lobo" data-source="post: 1615887" data-attributes="member: 7694"><p>Sounds like some of the old AD&D modules. Like the D series. I bought the D1-2 module and read through it. Most of it seemed like just encounters in a long tunnel. I really didn't get much of a plot element out of it until I got the G series and made the connections.</p><p></p><p>But I think that's a Gygaxian philosophy of gaming. As I recall in the AD&D DMG his points about building a campagin were to let it build itself based on situational events. I think that he mentions that the campaign usually takes on a life of its own.</p><p></p><p>But to answer the question I think it depends on the group to decide what makes a good GM. If the group is more into storytelling they might consider that their storytelling GM is great. But hack 'n slasher players might think otherwise.</p><p></p><p>Mr. Lobo</p></blockquote><p></p>
[QUOTE="Mr. Lobo, post: 1615887, member: 7694"] Sounds like some of the old AD&D modules. Like the D series. I bought the D1-2 module and read through it. Most of it seemed like just encounters in a long tunnel. I really didn't get much of a plot element out of it until I got the G series and made the connections. But I think that's a Gygaxian philosophy of gaming. As I recall in the AD&D DMG his points about building a campagin were to let it build itself based on situational events. I think that he mentions that the campaign usually takes on a life of its own. But to answer the question I think it depends on the group to decide what makes a good GM. If the group is more into storytelling they might consider that their storytelling GM is great. But hack 'n slasher players might think otherwise. Mr. Lobo [/QUOTE]
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