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How have you grown and/or changed as a GM over the years?
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<blockquote data-quote="Henry" data-source="post: 7882454" data-attributes="member: 158"><p> <ol> <li data-xf-list-type="ol">I focus more on player satisfaction than my satisfaction with story consistency. If someone doesn’t have a natural jump point to bring them logically into the story I invent one as soon as possible. If they want to play a certain race or class, and it doesn’t seem unbalanced, I find a way to work it in.</li> <li data-xf-list-type="ol">I try to give players a chance to have a moment each where their character shines, going so far as to tailor things in the world where each player‘s “drive” is represented (as per Robin’s Laws of Good Gamemastery)</li> <li data-xf-list-type="ol">I try to work in more roleplay-specific and story-specific moments in the game if there aren’t many in pregen modules, because it’s the part I enjoy.</li> <li data-xf-list-type="ol">I try to take it in stride WHEN (not if) the players blow my expectations to Hell and come up with a course of action I never foresaw.</li> </ol><p>#1 I learned when one player wanted to play a character who was not from the party’s home city, and I stupidly for the sake of consistency had them pretty much spend the entire game session not playing because their PC wasn’t in scene. in other games, I’ve had players lose interest because their desired race or class wasn’t available in-setting. most of the time it isn’t an issue, but if they have their heart set I make it work.</p><p></p><p>#2 is because Robin Laws‘ works have totally changed my views on game mastering over the years.</p><p></p><p>#3 is because it’s my game and I have to make some concessions to keep MY interest, otherwise somebody else has to run (which is sometimes harder than it sounds.)</p><p></p><p>#4 is just learned from age and experience.</p></blockquote><p></p>
[QUOTE="Henry, post: 7882454, member: 158"] [LIST=1] [*]I focus more on player satisfaction than my satisfaction with story consistency. If someone doesn’t have a natural jump point to bring them logically into the story I invent one as soon as possible. If they want to play a certain race or class, and it doesn’t seem unbalanced, I find a way to work it in. [*]I try to give players a chance to have a moment each where their character shines, going so far as to tailor things in the world where each player‘s “drive” is represented (as per Robin’s Laws of Good Gamemastery) [*]I try to work in more roleplay-specific and story-specific moments in the game if there aren’t many in pregen modules, because it’s the part I enjoy. [*]I try to take it in stride WHEN (not if) the players blow my expectations to Hell and come up with a course of action I never foresaw. [/LIST] #1 I learned when one player wanted to play a character who was not from the party’s home city, and I stupidly for the sake of consistency had them pretty much spend the entire game session not playing because their PC wasn’t in scene. in other games, I’ve had players lose interest because their desired race or class wasn’t available in-setting. most of the time it isn’t an issue, but if they have their heart set I make it work. #2 is because Robin Laws‘ works have totally changed my views on game mastering over the years. #3 is because it’s my game and I have to make some concessions to keep MY interest, otherwise somebody else has to run (which is sometimes harder than it sounds.) #4 is just learned from age and experience. [/QUOTE]
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