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FORKED - Game Fundamentals - Player Trust, Your GM, and Cake
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<blockquote data-quote="MichaelSomething" data-source="post: 5173850" data-attributes="member: 51168"><p>I imagine there are plenty of ways to generate good DMs. The question is whether the community itself is willing to take the steps necessary to do so. </p><p></p><p>What if you were gonna play a new game with a guy named "Bob." What if you could go to a website and check out Bob's DMing profile? What if it had detailed statics of his DMing career? </p><p></p><p>For example...</p><p></p><p>BOB</p><p></p><p>Ran over 234 hours of D&D</p><p>100 hours of 4th Edition</p><p>54 hours of Pathfinder</p><p>80 hours of G.U.R.P.S.</p><p>80 sessions </p><p></p><p>Bob has ran games for 24 people total </p><p>15 players had played only one session wit him </p><p>6 had played in over 20 sessions </p><p>3 have played in over 60 sessions.</p><p></p><p>1 character death every 3 sessions</p><p></p><p>The following attributes can be used to describe Bob's DMing preferences...</p><p></p><p>Old School</p><p>Treasure Lite</p><p>Simulationist leanings</p><p></p><p>Bob had received 7 ratings, averaging 3.78 out of 5. </p><p> </p><p></p><p>The advantage of this would be that it would be easy to see if a DM was right for you. The problems would include all the data gathering needed to build a profile, developing a profiling system, and ensuring that that people could understand the system and be willing to use it. </p><p></p><p></p><p>Another option would be that only people with a special Licensee would be allowed to run games. This would ensure some level of quality control. The problems are that it would require a organization to test and issue lincesees as well as enforce the rules. The majority of people would not welcome such strict control over who can or cannot DM. </p><p></p><p></p><p>Perhaps a mentor ship program where experienced DMs can tutor newbies into the good ways of DMing? Good luck recruiting people for that venture. </p><p></p><p></p><p>Then again, maybe you are right about how to make good DMs...</p></blockquote><p></p>
[QUOTE="MichaelSomething, post: 5173850, member: 51168"] I imagine there are plenty of ways to generate good DMs. The question is whether the community itself is willing to take the steps necessary to do so. What if you were gonna play a new game with a guy named "Bob." What if you could go to a website and check out Bob's DMing profile? What if it had detailed statics of his DMing career? For example... BOB Ran over 234 hours of D&D 100 hours of 4th Edition 54 hours of Pathfinder 80 hours of G.U.R.P.S. 80 sessions Bob has ran games for 24 people total 15 players had played only one session wit him 6 had played in over 20 sessions 3 have played in over 60 sessions. 1 character death every 3 sessions The following attributes can be used to describe Bob's DMing preferences... Old School Treasure Lite Simulationist leanings Bob had received 7 ratings, averaging 3.78 out of 5. The advantage of this would be that it would be easy to see if a DM was right for you. The problems would include all the data gathering needed to build a profile, developing a profiling system, and ensuring that that people could understand the system and be willing to use it. Another option would be that only people with a special Licensee would be allowed to run games. This would ensure some level of quality control. The problems are that it would require a organization to test and issue lincesees as well as enforce the rules. The majority of people would not welcome such strict control over who can or cannot DM. Perhaps a mentor ship program where experienced DMs can tutor newbies into the good ways of DMing? Good luck recruiting people for that venture. Then again, maybe you are right about how to make good DMs... [/QUOTE]
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