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Research: What Makes a GM Great?
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<blockquote data-quote="Jacob Lewis" data-source="post: 7617737" data-attributes="member: 6667921"><p>A great GM creates a fun experience for the players. But because the definition of "fun" is different for everyone, you can't pigeon-hole specific traits or qualities based on a particular style of play. Even what some people might consider as "bad/wrong" examples might not be an issue for everyone else. Voice acting doesn't matter as much as running challenging or interesting battles for a group focused more on tactical combat and finding treasure. Likewise, a passing knowledge of the rules may be sufficient for a group that prefers a more narrative freeform style of play. And, of course, you'll find most groups have a mixture of players with different preferences, so everything is subjective.</p><p></p><p>But if you need to quantify it with a universal characteristic or trait, it comes down to one simple thing that applies to all systems, all genres, and all styles of play: <strong>communication</strong>. Listen to your players. Respect their input. Explain your expectations. Treat every group and game as a unique table; do not assume everything that applies for one automatically carries over to the next. That includes discussions on forums or other outside influences. Your game, your table, your players.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7617737, member: 6667921"] A great GM creates a fun experience for the players. But because the definition of "fun" is different for everyone, you can't pigeon-hole specific traits or qualities based on a particular style of play. Even what some people might consider as "bad/wrong" examples might not be an issue for everyone else. Voice acting doesn't matter as much as running challenging or interesting battles for a group focused more on tactical combat and finding treasure. Likewise, a passing knowledge of the rules may be sufficient for a group that prefers a more narrative freeform style of play. And, of course, you'll find most groups have a mixture of players with different preferences, so everything is subjective. But if you need to quantify it with a universal characteristic or trait, it comes down to one simple thing that applies to all systems, all genres, and all styles of play: [B]communication[/B]. Listen to your players. Respect their input. Explain your expectations. Treat every group and game as a unique table; do not assume everything that applies for one automatically carries over to the next. That includes discussions on forums or other outside influences. Your game, your table, your players. [/QUOTE]
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