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<blockquote data-quote="Balsamic Dragon" data-source="post: 280667" data-attributes="member: 2433"><p>So what would be a good way to train/test GMs? I will agree to disagree on what the ratio of good GMs to bad ones is. A lot of that may be personal taste in any case. I am much less picky about players than I am about GMs. When I play in a game, I expect the GM to have put some actual thought into how its going to go and how to run it so that the players enjoy themselves and have the opportunity to roleplay. It's not so much lack of skill or experience that I have a problem with, it's lack of caring and preparation. </p><p></p><p>Personally, this is what I would like to see:</p><p></p><p>For each game, either a module or a GM created game, a questionaire should be sent out and the answers reviewed by the convention staff. Questions could be along the lines of:</p><p></p><p>Rules based: Considering the spells and resources that will be available to the player characters, what type of preparation will you expect them to do for this adventure? If they use Scry or Divination, how much information will they be able to obtain? How will this alter the adventure?</p><p></p><p>Plot based: Suppose the players get some really lucky dice rolls and kill the major villian in the first encounter when they are supposed to survive to be a threat later on. What are your contingency plans?</p><p></p><p>Roleplaying based: It is important for this adventure to show the animosity between the two rival merchants. What ideas do you have for this?</p><p></p><p>These questions would not only demonstrate how prepared a GM was, they would actually encourage them to prepare simply to answer the questions? Plus, once they have sent their answers it, you send them a document which contains some of the best answers that you have received from past GMs on the same module, so they can draw ideas from that as well!</p><p></p><p>Balsamic Dragon</p></blockquote><p></p>
[QUOTE="Balsamic Dragon, post: 280667, member: 2433"] So what would be a good way to train/test GMs? I will agree to disagree on what the ratio of good GMs to bad ones is. A lot of that may be personal taste in any case. I am much less picky about players than I am about GMs. When I play in a game, I expect the GM to have put some actual thought into how its going to go and how to run it so that the players enjoy themselves and have the opportunity to roleplay. It's not so much lack of skill or experience that I have a problem with, it's lack of caring and preparation. Personally, this is what I would like to see: For each game, either a module or a GM created game, a questionaire should be sent out and the answers reviewed by the convention staff. Questions could be along the lines of: Rules based: Considering the spells and resources that will be available to the player characters, what type of preparation will you expect them to do for this adventure? If they use Scry or Divination, how much information will they be able to obtain? How will this alter the adventure? Plot based: Suppose the players get some really lucky dice rolls and kill the major villian in the first encounter when they are supposed to survive to be a threat later on. What are your contingency plans? Roleplaying based: It is important for this adventure to show the animosity between the two rival merchants. What ideas do you have for this? These questions would not only demonstrate how prepared a GM was, they would actually encourage them to prepare simply to answer the questions? Plus, once they have sent their answers it, you send them a document which contains some of the best answers that you have received from past GMs on the same module, so they can draw ideas from that as well! Balsamic Dragon [/QUOTE]
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