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FORKED - Game Fundamentals - Player Trust, Your GM, and Cake
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<blockquote data-quote="ExploderWizard" data-source="post: 5172049" data-attributes="member: 66434"><p>Quality GMing comes from doing. There is no mass production that will duplicate this.</p><p>A game company can do it's share by creating and producing a good game. Good game masters are developed over time. Experienced game masters on the staff available to answer questions in some way</p><p>(such as a messageboard) really help. </p><p> </p><p>In a game such as a typical roleplaying game where so much of what goes into actual play comes from the creativity and input of the participants instead of the written game contents, there is no factory standard</p><p>of quality from which to grade GM's. </p><p> </p><p>Once standardized game contents begin dominating play we see meaningful participant input, including DM quality, to factor into actual play on a somewhat lesser scale. </p><p> </p><p>One thing that can hinder the development of good GM's is too strong a system RAW. While supposedly providing a good backbone to lean on, a complex and powerful set of RAW can have the opposite of the intended effect on brand new GM's. Such a newbie running a game for a group of savvy veteran players can be overwhelmed easily. If the rules cover everything and the players know it all by heart, then the GM</p><p>can easily get caught up in system and never learn how to make sound rulings. </p><p> </p><p>It is kind of like learning to drive in a new car that starts with a button push, auto navigates to a destination and parks itself. When handed the</p><p>keys to an antique stick shift and asked to drive a few blocks the driver is lost.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5172049, member: 66434"] Quality GMing comes from doing. There is no mass production that will duplicate this. A game company can do it's share by creating and producing a good game. Good game masters are developed over time. Experienced game masters on the staff available to answer questions in some way (such as a messageboard) really help. In a game such as a typical roleplaying game where so much of what goes into actual play comes from the creativity and input of the participants instead of the written game contents, there is no factory standard of quality from which to grade GM's. Once standardized game contents begin dominating play we see meaningful participant input, including DM quality, to factor into actual play on a somewhat lesser scale. One thing that can hinder the development of good GM's is too strong a system RAW. While supposedly providing a good backbone to lean on, a complex and powerful set of RAW can have the opposite of the intended effect on brand new GM's. Such a newbie running a game for a group of savvy veteran players can be overwhelmed easily. If the rules cover everything and the players know it all by heart, then the GM can easily get caught up in system and never learn how to make sound rulings. It is kind of like learning to drive in a new car that starts with a button push, auto navigates to a destination and parks itself. When handed the keys to an antique stick shift and asked to drive a few blocks the driver is lost. [/QUOTE]
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FORKED - Game Fundamentals - Player Trust, Your GM, and Cake
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