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GMing with Joy: GM Tools That Can Last a Lifetime
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<blockquote data-quote="Lanefan" data-source="post: 9204148" data-attributes="member: 29398"><p>Not playing favourites among players and-or characters is a key skill, to be sure.</p><p></p><p>[USER=786]@GuardianLurker[/USER]</p><p>I'd change your first #7 above to read: </p><p></p><p>7. Portraying NPCs <em>and the setting as a whole</em> in an engaging manner.</p><p></p><p>#8 falls under "creating and facilitating shared adventures".</p><p></p><p>9 and 10 are table-specific. Spotlight management is IMO highly overrated; if the players want the spotlight, they'll take it; and if they don't want it, they won't. Focusing on character backstories and subplots only applies to a subset of games and, while important there, probably isn't general enough for a list like this.</p><p></p><p>I can't think of a good way to word it, but something around giving the players freedom to play the game (i.e. a caution against talking too much, excessive railroading, etc.) could certainly fit as a subclass.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9204148, member: 29398"] Not playing favourites among players and-or characters is a key skill, to be sure. [USER=786]@GuardianLurker[/USER] I'd change your first #7 above to read: 7. Portraying NPCs [I]and the setting as a whole[/I] in an engaging manner. #8 falls under "creating and facilitating shared adventures". 9 and 10 are table-specific. Spotlight management is IMO highly overrated; if the players want the spotlight, they'll take it; and if they don't want it, they won't. Focusing on character backstories and subplots only applies to a subset of games and, while important there, probably isn't general enough for a list like this. I can't think of a good way to word it, but something around giving the players freedom to play the game (i.e. a caution against talking too much, excessive railroading, etc.) could certainly fit as a subclass. [/QUOTE]
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