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Key GMing Skill: "Read the crowd"

Hobo said:
Like Umbran says, it's much more of an art than a science or even a craft, so unlike many aspects of running the game, it's really kind of hard to pin down how to learn to be good at it. But the thought crossed my mind recently with the spate of recent style choices discussions I've been seeing lately. Few of those style choices are always the right choice, even with the same group. Because so much of what makes a particular session extraordinary is the mood at the table, and a great GM can manipulate that like... well, like I said--like a good stand-up comedian or a demagogue almost.
I recall one of the "what makes a great GM?" threads in the past months - to which my answer was "listening" (or reading the table, exactly as you say here).

I agree that it's a somewhat sticky thing to talk about, especially in text form; however, I do notice that there is a timing element. By 'timing' I mean, when should I really tune into the group's vibe, mood, energy, whatever? For me as GM this seems to be once we've got the session up and running, the players are engaged and have begun talking amongst themselves, and I as GM feel superfluous (aka GM break time). I use this momentary break to watch the interaction and get a read of anyone who seems disconnected, frustrated, or uninterested.

Then there's the question of what to do about it (if anything)? While I absolutely agree reading the table is an excellent GM skill...just because you perceive that John is bored and wants a fight, doesn't mean that the answer is throwing a villain at them kick-in-the-door style. John might really be craving confrontation with the BBEG (and is bored with the group's meandering path but too polite to instigate trouble). Or he might be bored with his character which isn't working out like he thought (but is too proud to ask for help with the rules, and his last GM wouldn't let the group change PC details).

My point is you also need discretion as a GM, a way to judge what to do about bored or disruptive energy at the table. I don't know if there's any replacement for open communication and solid GM experience when it comes to that.
 

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Basically, the GM is an entertainer. You play your crowd and cater to it's tastes. Since this is a mutual thing, you also try and find a crowd that likes the same things you do.

If the players want deadly combat, fine. if they don't, also fine. As long as everyone is having fun.

The players want quick, simple storylines and kick-in-the-door play? Fine. If the players want deep and complex interactions - also fine. As long as everyone is having fun.

If the players want X, fine. If the players want !X, also fine As long as everyone is having fun.

But yes, one must always take cues from one's audience.
 
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Basically, the GM is an entertainer. You play your crowd and cater to it's tastes. Since this is a mutual thing, you also try and find a crowd that likes the same things you do.

If the players want deadly combat, fine. if they don't, also fine. As long as everyone is having fun.

The players want quick, simple storylines and kick-in-the-door play? Fine. If the players want deep and complex interactions - also fine. As long as everyone is having fun.

If the players want X, fine. if the players want !X, also fine As long as everyone is having fun.

But yes, one must always take cues from one's audience.

I agree - I have a caveat though, that I may want X from the game, advertise the game as X, but it turns out that most of my players want Y. What do I do then? Eg I had a game advertised as Conanesque swords & sorcery; through some kind of communications failure the majority of PCs I got were Elric type Warlocks, Hexblades, Sorcerers etc. One such might have been ok, but... I guess I should have advertised it as "Swords AGAINST Sorcery" :) - and made even more clear that the PCs were supposed to be the mighty-thewed Barbarians, not the decadent Sorcerers.
In that case, there was a lot of good stuff but the game never really took off as I had hoped, and I folded it after 20 sessions, the finale featuring the death of the 1 PC who actually fitted what I'd been looking for.

So, I guess my caveat is: be aware of what your players want, but be sure to communicate what YOU want, too. You are there to have a good time just as much as they are; you're not their paid servant.
 

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