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March Fo(u)rth for GM's Day Giveaway - Pimp Your GM!
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<blockquote data-quote="JoeGKushner" data-source="post: 2072221" data-attributes="member: 1129"><p>My GM is currently Doomed Battalions aka Scott of Chicago.</p><p></p><p>Here are some reasons why he's good.</p><p></p><p>1. He's not afraid to mix up humor into deep, dark horror. For example, while in one city, some of the orphans that the characters were helping were known as the little rascals, while fighting off minions of the Black Pharoh (an alias for one of the Cthulhu mythos.)</p><p></p><p>2. He's not afraid to say, "Move on" when a rule issue in in play. He's willing to look up rules, give a ruling on it and move on. This allows us to see what we're doing and how it's going and then keep playing and hash out any questions outside of the precious game time.</p><p></p><p>3. He's not afraid to move beyond the system. He's much more of a story teller in that he's not frantically writing down all the CR's for a particular day. He's got a story arc and gives us enough experience and items so that we fit within that vision of his story, as opposed to what level appropriate material we should have.</p><p></p><p>4. He's not afraid to work with a player when a character concept isn't working out. He'll allow you to change characters and fit the new one into the campaign background without making a fuss about it.</p><p></p><p>5. He makes fighting like the movies. Our fight yesterday had three players down at one point out of five with an eventual victory over the bad guys by the skin of our teeth. Very much in the vein of die-hard.</p><p></p><p>6. He's not afraid to mix materials. Got some Dungeon magazine with some Expanded Psionics Handbook with some madness variants from Call of Cthulhu d20? No problem. This allows us to be D&D characters with some interesting twists.</p><p></p><p>7. He encourages cooperative role playing. Players don't get side quests or goals that are against the other party members. He makes sure that each party member has their own 'kick' and that they're good at it and it doesn't trip over the other player's toes.</p><p></p><p>8. He's a good guy! Unlike some people, if he's going to be late, he'll call. If the game is cancelled, he'll let you know well ahead of time. If something in the game is going to change, he tells you ahead of time, not during the time when the change is first noticible.</p><p></p><p>For those reasons, Scott of Chicago, the dreaded Doomed Battalions, needs to be on the list.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2072221, member: 1129"] My GM is currently Doomed Battalions aka Scott of Chicago. Here are some reasons why he's good. 1. He's not afraid to mix up humor into deep, dark horror. For example, while in one city, some of the orphans that the characters were helping were known as the little rascals, while fighting off minions of the Black Pharoh (an alias for one of the Cthulhu mythos.) 2. He's not afraid to say, "Move on" when a rule issue in in play. He's willing to look up rules, give a ruling on it and move on. This allows us to see what we're doing and how it's going and then keep playing and hash out any questions outside of the precious game time. 3. He's not afraid to move beyond the system. He's much more of a story teller in that he's not frantically writing down all the CR's for a particular day. He's got a story arc and gives us enough experience and items so that we fit within that vision of his story, as opposed to what level appropriate material we should have. 4. He's not afraid to work with a player when a character concept isn't working out. He'll allow you to change characters and fit the new one into the campaign background without making a fuss about it. 5. He makes fighting like the movies. Our fight yesterday had three players down at one point out of five with an eventual victory over the bad guys by the skin of our teeth. Very much in the vein of die-hard. 6. He's not afraid to mix materials. Got some Dungeon magazine with some Expanded Psionics Handbook with some madness variants from Call of Cthulhu d20? No problem. This allows us to be D&D characters with some interesting twists. 7. He encourages cooperative role playing. Players don't get side quests or goals that are against the other party members. He makes sure that each party member has their own 'kick' and that they're good at it and it doesn't trip over the other player's toes. 8. He's a good guy! Unlike some people, if he's going to be late, he'll call. If the game is cancelled, he'll let you know well ahead of time. If something in the game is going to change, he tells you ahead of time, not during the time when the change is first noticible. For those reasons, Scott of Chicago, the dreaded Doomed Battalions, needs to be on the list. [/QUOTE]
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