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<blockquote data-quote="Charles Dunwoody" data-source="post: 8065316" data-attributes="member: 17927"><p>RPGs have sections on what an RPG is, what dice are, rules, and usually GM advice including adventure design. However, knowing the accoutrements and rules of gaming do not necessarily lead to great refereeing. Dice not make one great. So what does make a GM great?</p><p></p><p style="text-align: center">[ATTACH=full]124736[/ATTACH]</p> <p style="text-align: center"><a href="https://www.enworld.org/phttps%3A//pixabay.com/photos/silhouette-blur-red-focus-sun-1304143/" target="_blank">picture courtesy of Pixabay</a></p><p></p><p>Here are six concepts and skills to master. Hone these ideas and see your GMing steadily improve. They aren’t the only talents and traits you’ll need, but they are a start.</p><p></p><p><span style="font-size: 18px"><strong>1. Consistent game night</strong></span></p><p></p><p>Games fall apart if they aren’t played. While this seems trite it is simply true. If a GM picks a day and time and sticks to it, she will eventually draw in players who can work with that schedule and have game night become expected and routine. All the other concepts fail if the GM doesn’t actually run an RPG for her players and to do that game nights have to happen.</p><p></p><p><span style="font-size: 18px"><strong>2. Creative improvisation</strong></span></p><p></p><p>The greatest strength of an RPG is a GM who can allow the players to try anything. No matter how crazy or off the wall an idea is, a human GM can make a ruling and set a scene and then roll to see what happens next. You develop this skill by running RPGs. You can help yourself out be preparing small ideas ahead of time: NPC names, mini-encounters, a prepped tavern for when the adventure goes off the beaten path, and some extra stats for NPCs and creatures.</p><p></p><p><span style="font-size: 18px"><strong>3. Detail oriented</strong></span></p><p></p><p>The GM makes the world. No one else is going to remember all the details better than the GM. The GM has to run the NPCs and creatures as well as referee combat, roleplaying, and exploration. An organized GM with easy to use notes can concentrate on the game at hand and not struggle just to run the basics of the game. The mind will be freed up for more creativity and sharpened to make better judgment calls. The GM can also have more time to be a better host.</p><p></p><p><span style="font-size: 18px"><strong>4. Director of the PCs</strong></span></p><p></p><p>RPGs are a lot like a play with the GM doing every job except those of the main actors. And the main actors are the ones who get all the applause. That’s okay, in fact it is great. Direct your players as needed, but trust them to know their character and play them well. Help players with areas of weakness whether that is lack of rule knowledge or encouraging more roleplaying. Work with them, encourage them, and as a team make them the stars of the show.</p><p></p><p><span style="font-size: 18px"><strong>5. Excellent Host</strong></span></p><p></p><p>The GM asked everyone to show up and game. That makes the GM the host no matter where you meet. Be kind to the players. Make sure they get breaks and are comfortable. Smile. Be hospitable. But also don’t take on burdens that are not a GMs to bear. Bad dice, poor PC decisions, rules that are a bit off, and even just a night that goes poorly all happen. Be gracious, acknowledge anything that didn’t go well, and move on.</p><p></p><p><span style="font-size: 18px"><strong>6. Know the spirit of the rules</strong></span></p><p></p><p>The rules cannot tell a GM how to run her game. Once the GM sits down, the game becomes her responsibility not the designers or a book. Know the rules well, really well, but go beyond knowing to true understanding. What is the actual point not just of the RPG you are running, but why is this group in particular, your group, igaming at all? Lean into the type of RPG experience you and your players like and when needed make an informed judgment call that honors the spirit of your RPG campaign. Build trust with your players so when you do need to let something happen well out of the rules as written they are comfortable with your ruling and the campaign rolls on to the continuing enjoyment of all. Just remember to also be impartial. Do what is right and fair to the overall game the entire group wants to play. Hey, if being a judge was easy everybody would be running RPGs!</p><p></p><p>And an informal number seven. If you GM, give yourself a pat on the back. You are doing a huge amount of work to help drive the entertainment for you and your friends. You are reading, writing, designing, doing math, leading, hosting, coaching, and acting. Honestly, well done.</p><p></p><p>There are many more ways for a GM to become excellent. These six concepts are a good place to go back to and re-examine as your campaign rolls ever onward. Keep improving, keep reading, keep being kind, and be bold. The GM who is fair and fearless will have players eager to follow her into enjoyable roleplaying.</p><p></p><p>What are some of the things you do to be a great GM?</p></blockquote><p></p>
[QUOTE="Charles Dunwoody, post: 8065316, member: 17927"] RPGs have sections on what an RPG is, what dice are, rules, and usually GM advice including adventure design. However, knowing the accoutrements and rules of gaming do not necessarily lead to great refereeing. Dice not make one great. So what does make a GM great? [CENTER][ATTACH type="full" alt="greatgm.jpg"]124736[/ATTACH] [URL='https://www.enworld.org/phttps%3A//pixabay.com/photos/silhouette-blur-red-focus-sun-1304143/']picture courtesy of Pixabay[/URL][/CENTER] Here are six concepts and skills to master. Hone these ideas and see your GMing steadily improve. They aren’t the only talents and traits you’ll need, but they are a start. [SIZE=5][B]1. Consistent game night[/B][/SIZE] Games fall apart if they aren’t played. While this seems trite it is simply true. If a GM picks a day and time and sticks to it, she will eventually draw in players who can work with that schedule and have game night become expected and routine. All the other concepts fail if the GM doesn’t actually run an RPG for her players and to do that game nights have to happen. [SIZE=5][B]2. Creative improvisation[/B][/SIZE] The greatest strength of an RPG is a GM who can allow the players to try anything. No matter how crazy or off the wall an idea is, a human GM can make a ruling and set a scene and then roll to see what happens next. You develop this skill by running RPGs. You can help yourself out be preparing small ideas ahead of time: NPC names, mini-encounters, a prepped tavern for when the adventure goes off the beaten path, and some extra stats for NPCs and creatures. [SIZE=5][B]3. Detail oriented[/B][/SIZE] The GM makes the world. No one else is going to remember all the details better than the GM. The GM has to run the NPCs and creatures as well as referee combat, roleplaying, and exploration. An organized GM with easy to use notes can concentrate on the game at hand and not struggle just to run the basics of the game. The mind will be freed up for more creativity and sharpened to make better judgment calls. The GM can also have more time to be a better host. [SIZE=5][B]4. Director of the PCs[/B][/SIZE] RPGs are a lot like a play with the GM doing every job except those of the main actors. And the main actors are the ones who get all the applause. That’s okay, in fact it is great. Direct your players as needed, but trust them to know their character and play them well. Help players with areas of weakness whether that is lack of rule knowledge or encouraging more roleplaying. Work with them, encourage them, and as a team make them the stars of the show. [SIZE=5][B]5. Excellent Host[/B][/SIZE] The GM asked everyone to show up and game. That makes the GM the host no matter where you meet. Be kind to the players. Make sure they get breaks and are comfortable. Smile. Be hospitable. But also don’t take on burdens that are not a GMs to bear. Bad dice, poor PC decisions, rules that are a bit off, and even just a night that goes poorly all happen. Be gracious, acknowledge anything that didn’t go well, and move on. [SIZE=5][B]6. Know the spirit of the rules[/B][/SIZE] The rules cannot tell a GM how to run her game. Once the GM sits down, the game becomes her responsibility not the designers or a book. Know the rules well, really well, but go beyond knowing to true understanding. What is the actual point not just of the RPG you are running, but why is this group in particular, your group, igaming at all? Lean into the type of RPG experience you and your players like and when needed make an informed judgment call that honors the spirit of your RPG campaign. Build trust with your players so when you do need to let something happen well out of the rules as written they are comfortable with your ruling and the campaign rolls on to the continuing enjoyment of all. Just remember to also be impartial. Do what is right and fair to the overall game the entire group wants to play. Hey, if being a judge was easy everybody would be running RPGs! And an informal number seven. If you GM, give yourself a pat on the back. You are doing a huge amount of work to help drive the entertainment for you and your friends. You are reading, writing, designing, doing math, leading, hosting, coaching, and acting. Honestly, well done. There are many more ways for a GM to become excellent. These six concepts are a good place to go back to and re-examine as your campaign rolls ever onward. Keep improving, keep reading, keep being kind, and be bold. The GM who is fair and fearless will have players eager to follow her into enjoyable roleplaying. What are some of the things you do to be a great GM? [/QUOTE]
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