firesnakearies
Explorer
Hey, cool thread idea, weem.
Here's my personal grading:
A
Refereeing, Encounter Building, Running Tactical Combats, Humor, Trustworthiness, Flexibility, Fairness, Rules Mastery, Rewards, Egolessness
I run a tight ship and I'm a rock-solid arbiter of the mechanics and systems of the game. I know the rules well, I create interesting, unique, and highly challenging tactical encounters, and I'm fair and impartial. I use the monsters and terrain to their fullest, I make my players earn their victories. But I don't try to quash them, neither their creativity nor their own mastery of the game. I'm not an adversarial DM, I don't get upset when my players win, in fact I am very much rooting for them. I give out lots of incentives, both in-game and out-of-game, rewarding players for good play, tactics, strategies, role-playing, and adding to the game. My players trust me to make good rulings, to craft awesome encounters, to not screw them over, and to be a skilled referee in general. I'm also very funny, and fun-minded, and know when to bend the rules or make a joke to enhance the enjoyment of the table.
B
Managing the Game and Players, Out-of-Game "Rules" Creativity, Preparation, Effort, Investment, Performance, NPCs, Characterization, Voices
I am good at being in charge, setting up a campaign, organizing the group and directing the players. I'm good at saying "this is how it's going to be" and convincing players that my ideas are good. I come up with (or seek out and then apply) interesting house rules and optional metagame systems to layer onto the game. I work very hard at my game, spending LOTS of time preparing, reading, writing, custom-designing monsters and settings and items and NPCs. I roleplay the creatures and NPCs well, making them memorable characters, with effort put into the voice acting and into populating my world and my encounters with complex, three-dimensional characters that are more than just bags of hit points for the players to slay or static quest-givers with exclamation points over their heads.
C
In-Game "Fluff" Creativity, World Building, Description, Narration
I'm not exactly rocking anyone's world with my amazing and innovative ideas when it comes to the in-game setting and story. I don't often come up with crazy adventures or locations that no one's ever seen before. I try to describe things and narrate events well, but I'm no authorial or oratorical genius. I think that I might be slightly above average in this department most of the time, but not enough to warrant a "B" grade. I feel that my stage-setting and "fluff" design is pretty middle-of-the-road, run of the mill sort of stuff. Nothing that's going to make people go, "Whoa!"
D
Plot, Intrigue, Drama, Storytelling, Improvisation, Mood, Mystery, Organization
When it comes to all of the clever, sophisticated "arthouse" techniques of crafting a compelling story and really drawing in the players emotionally, I'm not very good at all. I don't have people crying at the table, or shivering with dread, or running home to write soulful in-character journals about this rich and nuanced tale that they're so immersed in. I'm pretty boring and straightforward when it comes to the overall "plot" of my games. I try to make it interesting, but I just don't have much in the way of the genius needed to weave complex intrigues and touching drama in my game stories. I'm also rather disorganized. I prepare a LOT, I work on tons of stuff, but it's pretty much all over the place, I don't manage my workspace or my information very efficiently. I can't improvise well at ALL. If I didn't think about it some beforehand, I'm probably going to be a bit lost, and come up with something stupid.
F
Pacing, Understanding and Catering to Players' Desires, Sympathy, Facilitating Other Concepts of Fun
I run the game I want to run, and it's not always the kind of game that other people might want. I don't do well at tailoring the gameplay style to particular players, or even grasping what it is that they might hope for from the game. I suck at pacing, and hardly even know what it means. I tend to view players' frustrations at failure or difficulty with pretty short shrift. Try harder, play smarter, think outside the box, don't whine because I didn't spoonfeed you -- that tends to be my feeling about players having a hard time. I'm very nice to my players outwardly, and like I said, I'm not adversarial, I want them to win. But really, I don't have much empathy for them inside. My game is fair, but it ain't easy, and I really don't consider going soft just because people are having trouble. I try to always be the DM that I want to play under as a player myself. That's my standard, and if other players don't like that style, I pretty much think of that as their problem, not something I should change.
Here's my personal grading:
A
Refereeing, Encounter Building, Running Tactical Combats, Humor, Trustworthiness, Flexibility, Fairness, Rules Mastery, Rewards, Egolessness
I run a tight ship and I'm a rock-solid arbiter of the mechanics and systems of the game. I know the rules well, I create interesting, unique, and highly challenging tactical encounters, and I'm fair and impartial. I use the monsters and terrain to their fullest, I make my players earn their victories. But I don't try to quash them, neither their creativity nor their own mastery of the game. I'm not an adversarial DM, I don't get upset when my players win, in fact I am very much rooting for them. I give out lots of incentives, both in-game and out-of-game, rewarding players for good play, tactics, strategies, role-playing, and adding to the game. My players trust me to make good rulings, to craft awesome encounters, to not screw them over, and to be a skilled referee in general. I'm also very funny, and fun-minded, and know when to bend the rules or make a joke to enhance the enjoyment of the table.
B
Managing the Game and Players, Out-of-Game "Rules" Creativity, Preparation, Effort, Investment, Performance, NPCs, Characterization, Voices
I am good at being in charge, setting up a campaign, organizing the group and directing the players. I'm good at saying "this is how it's going to be" and convincing players that my ideas are good. I come up with (or seek out and then apply) interesting house rules and optional metagame systems to layer onto the game. I work very hard at my game, spending LOTS of time preparing, reading, writing, custom-designing monsters and settings and items and NPCs. I roleplay the creatures and NPCs well, making them memorable characters, with effort put into the voice acting and into populating my world and my encounters with complex, three-dimensional characters that are more than just bags of hit points for the players to slay or static quest-givers with exclamation points over their heads.
C
In-Game "Fluff" Creativity, World Building, Description, Narration
I'm not exactly rocking anyone's world with my amazing and innovative ideas when it comes to the in-game setting and story. I don't often come up with crazy adventures or locations that no one's ever seen before. I try to describe things and narrate events well, but I'm no authorial or oratorical genius. I think that I might be slightly above average in this department most of the time, but not enough to warrant a "B" grade. I feel that my stage-setting and "fluff" design is pretty middle-of-the-road, run of the mill sort of stuff. Nothing that's going to make people go, "Whoa!"
D
Plot, Intrigue, Drama, Storytelling, Improvisation, Mood, Mystery, Organization
When it comes to all of the clever, sophisticated "arthouse" techniques of crafting a compelling story and really drawing in the players emotionally, I'm not very good at all. I don't have people crying at the table, or shivering with dread, or running home to write soulful in-character journals about this rich and nuanced tale that they're so immersed in. I'm pretty boring and straightforward when it comes to the overall "plot" of my games. I try to make it interesting, but I just don't have much in the way of the genius needed to weave complex intrigues and touching drama in my game stories. I'm also rather disorganized. I prepare a LOT, I work on tons of stuff, but it's pretty much all over the place, I don't manage my workspace or my information very efficiently. I can't improvise well at ALL. If I didn't think about it some beforehand, I'm probably going to be a bit lost, and come up with something stupid.
F
Pacing, Understanding and Catering to Players' Desires, Sympathy, Facilitating Other Concepts of Fun
I run the game I want to run, and it's not always the kind of game that other people might want. I don't do well at tailoring the gameplay style to particular players, or even grasping what it is that they might hope for from the game. I suck at pacing, and hardly even know what it means. I tend to view players' frustrations at failure or difficulty with pretty short shrift. Try harder, play smarter, think outside the box, don't whine because I didn't spoonfeed you -- that tends to be my feeling about players having a hard time. I'm very nice to my players outwardly, and like I said, I'm not adversarial, I want them to win. But really, I don't have much empathy for them inside. My game is fair, but it ain't easy, and I really don't consider going soft just because people are having trouble. I try to always be the DM that I want to play under as a player myself. That's my standard, and if other players don't like that style, I pretty much think of that as their problem, not something I should change.
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