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Suggestions for finding a GM to hire?
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<blockquote data-quote="Elder James" data-source="post: 1301128" data-attributes="member: 14789"><p>Well shucks, <strong>Tom</strong>. I dunno about speaking wisely, I just sometimes gotta say my piece <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p><strong>Malichai</strong>,</p><p></p><p>No harm, no foul, buddy. Thanks for taking the time to read my post and clear those few misconceptions of mine up. It's much appreciated. And I apologise if I came across as some wannabe sage spouting off about the philosophy of GMing.</p><p></p><p>I guess I <em>do</em> have something of a dictatorial approach to GMing, but only with regards to who has the final say on any given ruling in an active game session. I enjoy playing the game. I don't enjoy stopping mid-game to discuss the finer details of whether or not my interpretation of the mechanics of a spell are the same as the player's interpretation. I dislike it even more if a player starts dicussing mechanics interpretation of something that isn't even remotely connected to the current game situation.</p><p></p><p>Such bull sessions are for before and after the game session. My concern was that this sort of thing might happen given your phrasing and my own misinterpretation of your 'classified ad'. You took the time to respond and clarify that for me, and again I say thank you. </p><p></p><p>I agree with you that flexibility on the GM's part is tantamount, and I must apologise if I gave you the impression that I railroad my players into the plot. Players will always want to go off on tangents, or ignore the designed plot completely in order to do their own thing. I encourage this behaviour in players because any plot or adventure or even a whole campaign would get stale and dull without the players being able to do their own thing. Often times, the players will come up with something ingenious, and the GM will just go with it. The <em>real</em> trick of GMing is trying to make it sound like it was the GM's idea in the first place <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>A good GM can always make use of what the players want to do, incorporating all their plans and <em>still</em> fit his own plot into that mix and if he does a decent job of it, the players will find themselves deep in the plot and will realise that they really <em>want</em> to see it through to the end.</p><p></p><p>But now I am just rambling on <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Good luck with your hiring, <strong>Malichai</strong>.</p></blockquote><p></p>
[QUOTE="Elder James, post: 1301128, member: 14789"] Well shucks, [b]Tom[/b]. I dunno about speaking wisely, I just sometimes gotta say my piece ;) [b]Malichai[/b], No harm, no foul, buddy. Thanks for taking the time to read my post and clear those few misconceptions of mine up. It's much appreciated. And I apologise if I came across as some wannabe sage spouting off about the philosophy of GMing. I guess I [i]do[/i] have something of a dictatorial approach to GMing, but only with regards to who has the final say on any given ruling in an active game session. I enjoy playing the game. I don't enjoy stopping mid-game to discuss the finer details of whether or not my interpretation of the mechanics of a spell are the same as the player's interpretation. I dislike it even more if a player starts dicussing mechanics interpretation of something that isn't even remotely connected to the current game situation. Such bull sessions are for before and after the game session. My concern was that this sort of thing might happen given your phrasing and my own misinterpretation of your 'classified ad'. You took the time to respond and clarify that for me, and again I say thank you. I agree with you that flexibility on the GM's part is tantamount, and I must apologise if I gave you the impression that I railroad my players into the plot. Players will always want to go off on tangents, or ignore the designed plot completely in order to do their own thing. I encourage this behaviour in players because any plot or adventure or even a whole campaign would get stale and dull without the players being able to do their own thing. Often times, the players will come up with something ingenious, and the GM will just go with it. The [i]real[/i] trick of GMing is trying to make it sound like it was the GM's idea in the first place ;) A good GM can always make use of what the players want to do, incorporating all their plans and [i]still[/i] fit his own plot into that mix and if he does a decent job of it, the players will find themselves deep in the plot and will realise that they really [i]want[/i] to see it through to the end. But now I am just rambling on :) Good luck with your hiring, [b]Malichai[/b]. [/QUOTE]
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