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<blockquote data-quote="Journeyman" data-source="post: 2695945" data-attributes="member: 9958"><p><strong>Am I hard on myself? Vs. Am I a good DM?</strong></p><p></p><p>It seems the thread has blossumed into two distinct questions. Are we, as DM/GM's too hard on ourselves matched with the natural extension of are we good or bad DM/GM's.</p><p></p><p>I'll throw my two cents in on both thoughts.</p><p></p><p>I am quite hard on myself. This is because I have chosen to run my sessions in order to develop my novel's world. I strive for the perfection I see in my mind's eye. I strive to produce and display this for my players to enjoy and walk through. It is when they redevelope this world, and make it better, that i again repeat the cycle. Being hard on myself, and demanding good sessions in my mind allows for good sessions.</p><p></p><p>Am I a good DM/GM? I suppose that all centers on what I believe a good DM to be counter balanced by what my many players have told me I actually am.</p><p></p><p>In my mind a good DM/GM has the following traits, or is in the process of developing them.</p><p></p><p>1: He/she builds the house's framework, and allows the PC's to place doors, windows, walls, furniture, etc where they will. A PC group that feels they control their destiny in a backdrop of realitive realism is a happy group. Should my PC's decide to become pirates and sail the open seas...I will be right there too.</p><p></p><p>2: Which means a good DM/GM is adaptable. Gotta be.</p><p></p><p>3: He/she uses interesting tools to highlight or amplify the gaming experience. Music, writing utensils, miniatures, whatever.</p><p></p><p>4: He/she knows why their players play the game, what they want, and makes sure they know why he/she is there to DM/GM.</p><p></p><p>5: Finally a good GM/DM knows when to say yes, and when to say no, but to obfuscate said decision through the plot of the game. Don't like gnomes? Rather than say no, make a reason in game why there are no viable options for them. If the player comes up with a wicked cool reasoning for one...well damn...your game just got better.</p><p></p><p>So, in all, yea I am hard on myself, but every player i have had grow me and make GM/DM'ing fun for me, or a horror (lol), have said i am damn good at it. So i'll not look a gift horse in the mouth! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Journeyman, post: 2695945, member: 9958"] [b]Am I hard on myself? Vs. Am I a good DM?[/b] It seems the thread has blossumed into two distinct questions. Are we, as DM/GM's too hard on ourselves matched with the natural extension of are we good or bad DM/GM's. I'll throw my two cents in on both thoughts. I am quite hard on myself. This is because I have chosen to run my sessions in order to develop my novel's world. I strive for the perfection I see in my mind's eye. I strive to produce and display this for my players to enjoy and walk through. It is when they redevelope this world, and make it better, that i again repeat the cycle. Being hard on myself, and demanding good sessions in my mind allows for good sessions. Am I a good DM/GM? I suppose that all centers on what I believe a good DM to be counter balanced by what my many players have told me I actually am. In my mind a good DM/GM has the following traits, or is in the process of developing them. 1: He/she builds the house's framework, and allows the PC's to place doors, windows, walls, furniture, etc where they will. A PC group that feels they control their destiny in a backdrop of realitive realism is a happy group. Should my PC's decide to become pirates and sail the open seas...I will be right there too. 2: Which means a good DM/GM is adaptable. Gotta be. 3: He/she uses interesting tools to highlight or amplify the gaming experience. Music, writing utensils, miniatures, whatever. 4: He/she knows why their players play the game, what they want, and makes sure they know why he/she is there to DM/GM. 5: Finally a good GM/DM knows when to say yes, and when to say no, but to obfuscate said decision through the plot of the game. Don't like gnomes? Rather than say no, make a reason in game why there are no viable options for them. If the player comes up with a wicked cool reasoning for one...well damn...your game just got better. So, in all, yea I am hard on myself, but every player i have had grow me and make GM/DM'ing fun for me, or a horror (lol), have said i am damn good at it. So i'll not look a gift horse in the mouth! :) [/QUOTE]
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