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<blockquote data-quote="gamerprinter" data-source="post: 5639725" data-attributes="member: 50895"><p>Of course. As hinted in my last post, I see a GM as a performance artist. The thrill of being a GM (in my mind) is entirely dependant on the successful entertainment of the the audience; the players. If the players are unhappy, then I the artist am disappointed and frustrated. I want to please 'me', but I cannot be pleased if the players are not pleased as well. Its a group dynamic, the pleasing of one and not the other cannot happen. All have to be pleased for a successful game.</p><p> </p><p></p><p> </p><p>True in both cases. The road to a successful GM is a hard one. We 'performance artists' probably cannot always succeed. Its a goal, but one that at times is more trying than other times. As long as the game is 'normal' for the players, its not a failure. And you cannot have a constant high point throughout the game. Sometimes it takes a normal game to occur, which is built up to an exciting high point. Even action movies require some down time, to appreciate the overall quality of the great moments in the game.</p><p> </p><p>Sometimes, yes, the GM is slogging through the adventure to get to what is supposed to be fun - there is no guarantee that your performance will always be at your best. Its a goal only.</p><p> </p><p></p><p> </p><p>Of course. And unlike a play or a movie, the script isn't entirely written at the beginning. RPGs are an impromtu performance art. Not knowing how the other actors (players) will react is very much a part of the excitement created in a game session. If I knew where the player intended to take my encounter placed before them - it wouldn't be any fun.</p><p> </p><p>GMing is a performance art that requires a performance audience to work as an enjoyable experience.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5639725, member: 50895"] Of course. As hinted in my last post, I see a GM as a performance artist. The thrill of being a GM (in my mind) is entirely dependant on the successful entertainment of the the audience; the players. If the players are unhappy, then I the artist am disappointed and frustrated. I want to please 'me', but I cannot be pleased if the players are not pleased as well. Its a group dynamic, the pleasing of one and not the other cannot happen. All have to be pleased for a successful game. True in both cases. The road to a successful GM is a hard one. We 'performance artists' probably cannot always succeed. Its a goal, but one that at times is more trying than other times. As long as the game is 'normal' for the players, its not a failure. And you cannot have a constant high point throughout the game. Sometimes it takes a normal game to occur, which is built up to an exciting high point. Even action movies require some down time, to appreciate the overall quality of the great moments in the game. Sometimes, yes, the GM is slogging through the adventure to get to what is supposed to be fun - there is no guarantee that your performance will always be at your best. Its a goal only. Of course. And unlike a play or a movie, the script isn't entirely written at the beginning. RPGs are an impromtu performance art. Not knowing how the other actors (players) will react is very much a part of the excitement created in a game session. If I knew where the player intended to take my encounter placed before them - it wouldn't be any fun. GMing is a performance art that requires a performance audience to work as an enjoyable experience. [/QUOTE]
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