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Do you know you're a bad GM?
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<blockquote data-quote="The Little Raven" data-source="post: 4513285" data-attributes="member: 10095"><p>Yes. I'm really bad about finishing what I start. I tend to formulate tons of ideas all the time, and sometimes new ideas distract me from the ones I'm currently running, so I get a bit impatient about bringing in my new ideas.</p><p></p><p>I'm also lazy as hell when it comes to prep. I like coming up with stories and plots, but I hate doing the legwork to get ready for the game, which is why I often just run games with zero planning.</p><p></p><p></p><p></p><p>I tend to make NPCs that my players relate to, often tugging at their heartstrings in order to provoke a heroic reaction (I'm a sucker for heroism, so most of my campaigns are heroic). My plots tend to be elaborate, which sometimes makes my players run off after red herrings.</p><p></p><p>My best quality as a DM: I constantly ask for feedback. To me, game design/balance and DMing is a journey, not a destination. The day I stop learning how to improve my game is the day I hang up my hat and stop running games.</p><p></p><p></p><p></p><p>I try to keep them relatively close to eachother by taking in feedback and incorporating it as soon as is feasible. I make sure my players understand my expectations for a campaign, and they make sure I understand which expectations they will meet and which they don't like. It's a constant give and take, but my players seem more and more satisfied with each game as we go on.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 4513285, member: 10095"] Yes. I'm really bad about finishing what I start. I tend to formulate tons of ideas all the time, and sometimes new ideas distract me from the ones I'm currently running, so I get a bit impatient about bringing in my new ideas. I'm also lazy as hell when it comes to prep. I like coming up with stories and plots, but I hate doing the legwork to get ready for the game, which is why I often just run games with zero planning. I tend to make NPCs that my players relate to, often tugging at their heartstrings in order to provoke a heroic reaction (I'm a sucker for heroism, so most of my campaigns are heroic). My plots tend to be elaborate, which sometimes makes my players run off after red herrings. My best quality as a DM: I constantly ask for feedback. To me, game design/balance and DMing is a journey, not a destination. The day I stop learning how to improve my game is the day I hang up my hat and stop running games. I try to keep them relatively close to eachother by taking in feedback and incorporating it as soon as is feasible. I make sure my players understand my expectations for a campaign, and they make sure I understand which expectations they will meet and which they don't like. It's a constant give and take, but my players seem more and more satisfied with each game as we go on. [/QUOTE]
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