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How have you grown and/or changed as a GM over the years?
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<blockquote data-quote="Imaculata" data-source="post: 7878557" data-attributes="member: 6801286"><p>I've brought some ideas from 5th edition into my 3rd edition games, and on the whole I am a lot more lenient regarding the rules. I don't worry too much about metagaming anymore and allow my players more to narrate their actions. I've also brought a lot of my level design experience into the design of my dungeons, and I think on the whole the balance of my encounters is a lot better. More focus on enemy formations, flanking, height differences and balanced groups of enemies to better challenge the players. My encounters now always include plenty of optional tactical elements that the players can use. I've taken out gotchas, and my traps are now foreshadowed properly. On the whole I've also cut down on the amount of checks and taken out checks with a known outcome (such as checking for traps in empty rooms).</p><p></p><p>My work load has increased ten-fold for running campaigns. I do so much more world building and make a lot more maps. All of my campaigns are sandboxes so I have to keep track of a ton of stuff to keep things consistent and prepare ahead of where the players may be going. I don't mind the extra work, because I feel it severely increases the quality of the campaigns, but it does require a lot more time to prepare these days.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7878557, member: 6801286"] I've brought some ideas from 5th edition into my 3rd edition games, and on the whole I am a lot more lenient regarding the rules. I don't worry too much about metagaming anymore and allow my players more to narrate their actions. I've also brought a lot of my level design experience into the design of my dungeons, and I think on the whole the balance of my encounters is a lot better. More focus on enemy formations, flanking, height differences and balanced groups of enemies to better challenge the players. My encounters now always include plenty of optional tactical elements that the players can use. I've taken out gotchas, and my traps are now foreshadowed properly. On the whole I've also cut down on the amount of checks and taken out checks with a known outcome (such as checking for traps in empty rooms). My work load has increased ten-fold for running campaigns. I do so much more world building and make a lot more maps. All of my campaigns are sandboxes so I have to keep track of a ton of stuff to keep things consistent and prepare ahead of where the players may be going. I don't mind the extra work, because I feel it severely increases the quality of the campaigns, but it does require a lot more time to prepare these days. [/QUOTE]
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