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<blockquote data-quote="Zourin" data-source="post: 5941932" data-attributes="member: 6695312"><p>For a little back-story, I've done small friend/circle GM'ing since AD&D and have gotten nothing short of great feedback from all my players. I took a few years off and reunited with one of my players who has taken up GM'ing himself under the Pathfinder books and invited me along.</p><p></p><p>Happily, I dusted off an old character archetype, touched it up, and dove in for a few sessions. The only problem is that while he has talent, there are several things that he's doing that is putting serious strain on the other players' tolerances that I'm seeing as a former GM. Encounters usually involve overbearing NPC influence or abilities that leave some players sitting on sidelines or dying on the floor for most of the fight, rampant deus-ex-machina conclusions, gratuitous penalties for rolling 1's, and announcing every time he pulls a punch to save us.</p><p></p><p>The last encounter left everyone holding actions for 4+ consecutive rounds to environment constraints and the fighter refused to go anywhere near the two assassins, one of which the spellcasters quickly found out had the SR of a level 18 Drow or higher and rolled crits at least once a round.. we were level 7's and 6's. By the time it was done, one player had been asleep on the floor for two hours (he stepped up first to fight and got dropped hard) before he could even act again and both spellcasters were pissed. </p><p></p><p>What would you do if you had such a GM that had a great creative foundation and player group but needed to tighten his GM'ing skills so people don't go home at 4am riled up?</p></blockquote><p></p>
[QUOTE="Zourin, post: 5941932, member: 6695312"] For a little back-story, I've done small friend/circle GM'ing since AD&D and have gotten nothing short of great feedback from all my players. I took a few years off and reunited with one of my players who has taken up GM'ing himself under the Pathfinder books and invited me along. Happily, I dusted off an old character archetype, touched it up, and dove in for a few sessions. The only problem is that while he has talent, there are several things that he's doing that is putting serious strain on the other players' tolerances that I'm seeing as a former GM. Encounters usually involve overbearing NPC influence or abilities that leave some players sitting on sidelines or dying on the floor for most of the fight, rampant deus-ex-machina conclusions, gratuitous penalties for rolling 1's, and announcing every time he pulls a punch to save us. The last encounter left everyone holding actions for 4+ consecutive rounds to environment constraints and the fighter refused to go anywhere near the two assassins, one of which the spellcasters quickly found out had the SR of a level 18 Drow or higher and rolled crits at least once a round.. we were level 7's and 6's. By the time it was done, one player had been asleep on the floor for two hours (he stepped up first to fight and got dropped hard) before he could even act again and both spellcasters were pissed. What would you do if you had such a GM that had a great creative foundation and player group but needed to tighten his GM'ing skills so people don't go home at 4am riled up? [/QUOTE]
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