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General Tabletop Discussion
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Research: What Makes a GM Great?
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<blockquote data-quote="Michele" data-source="post: 7618546" data-attributes="member: 6995890"><p>Balance. In everything.</p><p></p><p>It's very easy to be a GM focusing on lovingly detailing your gameworld - and forget about the playing characters. It's also very easy to be a GM who will bend over backwards for the PCs and ignore everything else including key underpinnings of the background.</p><p>It's very easy to be enamored with storytelling, and forget about the rule mechanics, which are what yield consistent outcomes, which make enjoyable encounters. It's very easy to be a stickler for the rules, and forget about the storytelling, which is really makes the adventure worth living.</p><p>It's easy to be firm in following the plot (AKA railroading) and forget that sometimes improvisation is the only thing to do; it's easy to prefer free-wheeling and end up with a plot that seems to have no ryhme or reason.</p><p></p><p>I could continue but you get the point. Walk the fine line.</p></blockquote><p></p>
[QUOTE="Michele, post: 7618546, member: 6995890"] Balance. In everything. It's very easy to be a GM focusing on lovingly detailing your gameworld - and forget about the playing characters. It's also very easy to be a GM who will bend over backwards for the PCs and ignore everything else including key underpinnings of the background. It's very easy to be enamored with storytelling, and forget about the rule mechanics, which are what yield consistent outcomes, which make enjoyable encounters. It's very easy to be a stickler for the rules, and forget about the storytelling, which is really makes the adventure worth living. It's easy to be firm in following the plot (AKA railroading) and forget that sometimes improvisation is the only thing to do; it's easy to prefer free-wheeling and end up with a plot that seems to have no ryhme or reason. I could continue but you get the point. Walk the fine line. [/QUOTE]
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