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General Tabletop Discussion
*TTRPGs General
Key GMing Skill: "Read the crowd"
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<blockquote data-quote="Quickleaf" data-source="post: 6006015" data-attributes="member: 20323"><p>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).</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6006015, member: 20323"] 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. [/QUOTE]
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