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It's Your Turn to GM
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<blockquote data-quote="Henry" data-source="post: 8199479" data-attributes="member: 158"><p>Put me in the ”everyone should try it at least once” camp.</p><ul> <li data-xf-list-type="ul">Not everyone has to be the best GM in the group.</li> <li data-xf-list-type="ul">It gives each person a chance to steer the group towards the type of game THEY would like to see at the table, which exposes the group to new ideas.</li> <li data-xf-list-type="ul">taking a turn as GM gives everyone at the table a different perspective of appreciation for the job of GMing.</li> <li data-xf-list-type="ul">And, finally, as mentioned by the article, it gives groups with a “regular” GM a chance to experience that other side of the table.</li> </ul><p>Every GM got to their current skill level the same way one gets to Carnegie Hall — practice, practice, practice. Therefore, there’s no time like the present for secretly-aspiring GMs to at least run a one-shot in a system they’re comfortable with.</p><p></p><p>Even for those non-aspiring players, one may show appreciation to their GMs by bringing gifts to the table for them or the group; another way to show appreciation is also running a game session or two. both are equally viable, but one is giving not just the GM a gift, it’s giving yourself the gift of an experience and a new perspective as well.</p><p></p><p>And if you never work up the impetus to do it? All well and good, too, but I still advocate its benefits, for both the player as well as the group.</p><p></p><p>...and to reiterate this: Your first time GMing, you are going to suck. I (as well as Matt Mercer) wish to dispel the myth that anyone starts out awesome at it, because you’re human, and it’s a skill, like sewing, baseball, or driving a car. Everyone but perhaps the most ridiculous child prodigies sucked the first time they ran an RPG, and I’m pretty sure almost every active GM on this forum can share a story or two of how bad (yet exhilarating) their first GMing sessions were.</p></blockquote><p></p>
[QUOTE="Henry, post: 8199479, member: 158"] Put me in the ”everyone should try it at least once” camp. [LIST] [*]Not everyone has to be the best GM in the group. [*]It gives each person a chance to steer the group towards the type of game THEY would like to see at the table, which exposes the group to new ideas. [*]taking a turn as GM gives everyone at the table a different perspective of appreciation for the job of GMing. [*]And, finally, as mentioned by the article, it gives groups with a “regular” GM a chance to experience that other side of the table. [/LIST] Every GM got to their current skill level the same way one gets to Carnegie Hall — practice, practice, practice. Therefore, there’s no time like the present for secretly-aspiring GMs to at least run a one-shot in a system they’re comfortable with. Even for those non-aspiring players, one may show appreciation to their GMs by bringing gifts to the table for them or the group; another way to show appreciation is also running a game session or two. both are equally viable, but one is giving not just the GM a gift, it’s giving yourself the gift of an experience and a new perspective as well. And if you never work up the impetus to do it? All well and good, too, but I still advocate its benefits, for both the player as well as the group. ...and to reiterate this: Your first time GMing, you are going to suck. I (as well as Matt Mercer) wish to dispel the myth that anyone starts out awesome at it, because you’re human, and it’s a skill, like sewing, baseball, or driving a car. Everyone but perhaps the most ridiculous child prodigies sucked the first time they ran an RPG, and I’m pretty sure almost every active GM on this forum can share a story or two of how bad (yet exhilarating) their first GMing sessions were. [/QUOTE]
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