Scratched_back
First Post
Henry said:Just be aware that there is a strong possiblity, that your game WILL not live up to expectations - it may indeed "suck," to turn a phrase. If it does, you will be following in the footsteps of all the DM's who ever came before you - don't let 'em tell you otherwise.Gamemastering is something that is perfected, the same way you drive a car, or play a sport or practice any other hobby.
Heheh, sound advice indeed, a very real possibility. I had considered contingency plans if everyone thought my game sucked, such as changing to another system, or another game entirely, but upon reflection, screw that. I played there's, they can play my damned game, heheh. We generally run a rota system, six months or so, sometimes longer if we're REALLY enjoying a campaign, where we swap games and give the DM a chance to play instead, for the first time, it's MY time to step up to the pedastal.
Some of my friends that game with me are into very hack/slash style games, myself, I like the story and roleplay aspect, the deeper escapism. Any tips on how I can greater encourage the party to let loose and fall into a roll more easily? I mentioned earlier that there's only going to be 3 or 4 players, and I've picked members that do enjoy the roleplay aspect, as opposed to the roll-play aspect, still though, tips would be appreciated :0)
Oh, also, nobody answered earlier when I asked if they (or their DM's) roll out in the open for the combats, or from behind a screen? Obviously, there's less control when you roll infront of the players, but sometime I've felt cheated when a DM's sat behind his screen going "Oooh, look... critical!" just after I've called him tubby for eating five donuts, heheh... I guess that's game-karma though ;0)
-Ben G. (England)