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Gamehackery: Why Do You DM?
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<blockquote data-quote="Ketherian" data-source="post: 7651245" data-attributes="member: 19595"><p>Hi Radiating Gnome, Hrm. I've never thought of putting why I GM into a statement. Here goes: </p><p></p><p>Lets create a story together. I promise to create scenarios that will haunt you, bad guys that will challenge you, and detail a world that will intrigue you. And in return I ask only that you help me write the story for the benefit of all the players.</p><p></p><p>Like savrasbane, I run my game based on a series of rules. In short, all of them are an attempt to generate a story that is challenging to the party while being as fair as possible in a "realistic" world.</p><p></p><p>GM'ing is exhausting. If I am very lucky, I have just enough energy to finish up my notes before my thoughts about the game disappear into the ether never to return. Still, as much as I love being a player, I get far more satisfaction out of being a GM. </p><p></p><p>Back when my own game became highly irregularly scheduled (due to real life interventions) I started GM'ing at conventions and pop-up games at local stores. I think the change of venu (and not really knowing who I'd be running a game for) improved my GM'ing considerably, and it was in that period that my "mission statement" went from - "everybody have fun tonigh"t, to "lets tell a story".</p><p></p><p>Now that my game is back on a regular schedule, I don't GM at conventions or local stores much at all -- and I'm surprised to say, as stressful and hard as those games were to run, I actually miss it.</p></blockquote><p></p>
[QUOTE="Ketherian, post: 7651245, member: 19595"] Hi Radiating Gnome, Hrm. I've never thought of putting why I GM into a statement. Here goes: Lets create a story together. I promise to create scenarios that will haunt you, bad guys that will challenge you, and detail a world that will intrigue you. And in return I ask only that you help me write the story for the benefit of all the players. Like savrasbane, I run my game based on a series of rules. In short, all of them are an attempt to generate a story that is challenging to the party while being as fair as possible in a "realistic" world. GM'ing is exhausting. If I am very lucky, I have just enough energy to finish up my notes before my thoughts about the game disappear into the ether never to return. Still, as much as I love being a player, I get far more satisfaction out of being a GM. Back when my own game became highly irregularly scheduled (due to real life interventions) I started GM'ing at conventions and pop-up games at local stores. I think the change of venu (and not really knowing who I'd be running a game for) improved my GM'ing considerably, and it was in that period that my "mission statement" went from - "everybody have fun tonigh"t, to "lets tell a story". Now that my game is back on a regular schedule, I don't GM at conventions or local stores much at all -- and I'm surprised to say, as stressful and hard as those games were to run, I actually miss it. [/QUOTE]
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