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In Your Experience: How Good are GM's?
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<blockquote data-quote="Rel" data-source="post: 5387848" data-attributes="member: 99"><p>It's interesting that you say this. Historically I tend to fall toward the center of the bell curve in terms of preparation I think. But for my one shot games at GenCon or the NC Game Days I tended to do a lot more preparation.</p><p></p><p>I think that was for a few reasons. It was easier to do more prep because my one-shots tend to be a bit more "railroady" in terms of how the action would unfold (as I think most such games are and should be if you only have 4 hours to get it done). And I also knew that I'd be running the same game more than once so it was worth investing extra effort into the preparation.</p><p></p><p>Lately however I have decided to go in the opposite direction when running systems that are fairly simple (Basic D&D and Old School Hack) where I will simply make up an adventure on the fly based on the composition of characters at the table. I've found this to be a fun challenge and the feedback I've gotten from the players is that they've enjoyed it a great deal (some have challenged the notion that I hadn't prepared the games in advance).</p><p></p><p>One principle difference between these two styles of game preparation is that in the heavy prep style I was using pre-generated PC's (which of course matches the expectations you'd have for regular campaign play) whereas in the no-prep games the PC's were generated at the table thanks to the quick chargen for the associated systems. Also Old School Hack has a slot on the character sheet for "Adventuring Goal", which is something that individual character hopes to accomplish outside any "primary goal" of the party.</p><p></p><p>What I did at the DC Game Day in October was to have them all tell me their Adventuring Goals and then I rather quickly wove together an adventure that would provide opportunities for each of them to complete these goals. The players seemed to appreciate that and the game as a whole was quite fun.</p><p></p><p>I'm not trying to brag and say that I'm a super-creative GM who can make up fun stuff on the fly (ok, maybe a little) but mostly I just think that doing that sort of thing gets easier with more experience because you have a longer history of games to pull ideas from. I mean it's not as though ALL of my ideas are fresh ones! Just ones that this batch of players haven't seen from me yet. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Rel, post: 5387848, member: 99"] It's interesting that you say this. Historically I tend to fall toward the center of the bell curve in terms of preparation I think. But for my one shot games at GenCon or the NC Game Days I tended to do a lot more preparation. I think that was for a few reasons. It was easier to do more prep because my one-shots tend to be a bit more "railroady" in terms of how the action would unfold (as I think most such games are and should be if you only have 4 hours to get it done). And I also knew that I'd be running the same game more than once so it was worth investing extra effort into the preparation. Lately however I have decided to go in the opposite direction when running systems that are fairly simple (Basic D&D and Old School Hack) where I will simply make up an adventure on the fly based on the composition of characters at the table. I've found this to be a fun challenge and the feedback I've gotten from the players is that they've enjoyed it a great deal (some have challenged the notion that I hadn't prepared the games in advance). One principle difference between these two styles of game preparation is that in the heavy prep style I was using pre-generated PC's (which of course matches the expectations you'd have for regular campaign play) whereas in the no-prep games the PC's were generated at the table thanks to the quick chargen for the associated systems. Also Old School Hack has a slot on the character sheet for "Adventuring Goal", which is something that individual character hopes to accomplish outside any "primary goal" of the party. What I did at the DC Game Day in October was to have them all tell me their Adventuring Goals and then I rather quickly wove together an adventure that would provide opportunities for each of them to complete these goals. The players seemed to appreciate that and the game as a whole was quite fun. I'm not trying to brag and say that I'm a super-creative GM who can make up fun stuff on the fly (ok, maybe a little) but mostly I just think that doing that sort of thing gets easier with more experience because you have a longer history of games to pull ideas from. I mean it's not as though ALL of my ideas are fresh ones! Just ones that this batch of players haven't seen from me yet. ;) [/QUOTE]
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