Weem's "Grade your DM-skills" Challenge...

A: Plot: My plots and settings are top notch even if they are never written down and only in my head.
B:
Improv: I can always pull off something even when unprepared. I just shouldn't be so unprepared all the time.
C: Fun: I don't always have fun when I run a game.
D: Rules Knowledge:
I've been running too many new games that I don't have time to learn rules for. At least, I try.
F: Preparation:
I don't have the time to prepare, and when I do have the time, I spend it on something else, like learning the rules. So this is definitely an F.

New Year's Resolution: Don't run another game until I can learn the rules and prepare for it.
 

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A. Acting/RPing The only specific compliments I've received all relate to "I really like your NPCs!" Overall, I think I can work really well with roleplaying :)
B. Balance roleplaying and combat - I've mostly managed to keep a solid balance between "pure RP time" and combat time. That's not to say combat isn't a time for roleplaying, but it's a very different situation.
C. Improvise - On one hand, I can improv RP and storyline without breaking a sweat. On the other hand, I can't pull combats out of my rear for the life of me, and when coming up with plots, I sometimes find myself backed into a corner. D'oh!
D. Roleplay in combat - I don't RP in combat enough. I often forget to, because my players don't. D'oh! One of the things I need to work on.
F. Knowing what I do poorly - Hard to really say; I've never particularly received complaints from players. I'm not sure if there's anything I do particularly poorly, but I'd love to know if there is! Although... I'm a big fan of keeping things interesting through challenge, so I try to always keep things at least somewhat challenging. Unfortunately, sometimes I overdo it, and a PC dies. C'est la vie. I refuse to fudge die rolls.
 

A
Storytelling

I've always looked at D&D as a glorified "storytime around the campfire" and I'm rather proud of my narrative skills and pacing, my mixing of different themes and different types of challenges, and my BSG-esque blend of improvisation and planning.

B
Rules Mastery

I learned the rules and then basically rewrote them as a 3.5 revisionist. But I can never seem to remember correctly the one rule I actually need during the game...

C
Voice Acting

Put me on a stage or on the screen and I think I could be an actor. Put me in a D&D game and I ramble off topic and struggle to bring individuality to my various NPCs. I've come up with a few decent voices, but somehow I feel they're different every session for the same NPCs. I rarely give NPCs the time or attention they need to truly shine. I also can skimp on narrative descriptions. But all that's on a bad day. On any day, when I speak, people listen.

D
World-Building

I'm still working with a homebrew I wrote about ten years ago. It was a good effort at the time, but some aspects seem nonsensical or naive now, and the material I wrote is sparse. I ought to revise and expand it with ten years of experience and personal growth, but I haven't really.

F
Recruiting

While I've done a lot of DMing, I've recruited precisely zero new players to the game;. My group has gone in size from bloated to sparse and for the sake of my hobby and myself I ought to be able to bring people in. Socially, I've compartmentalized so I only talk D&D with group members. Thus, I'm harshly failing myself as an ambassador of the game and wrangler of players.


(Nice thread topic BTW).
 

D
World-Building

I'm still working with a homebrew I wrote about ten years ago. It was a good effort at the time, but some aspects seem nonsensical or naive now, and the material I wrote is sparse. I ought to revise and expand it with ten years of experience and personal growth, but I haven't really.
I'm pretty much terrible at this, actually. I didn't even think of it, because it didn't cross my mind at all. I don't particularly enjoy creating an entire setting/world, I much prefer things on a smaller scale (e.g. adventures).

Plus, I love Eberron, so I feel like there's no need to come up with a setting ;)
 

There's so many different aspects to DMing I'll take the liberty of lumping a few together under some of the grades...grades that are, I might add, completely subjective and likely not at all what my players would give me.

A
World-building and Large-Scale Preparation. I intentionally try to get this bit right, because once a world is built - with cultures, history, climate, etc. - it's all just sitting there waiting to be mined for stories. And for each long campaign it only has to be done once!

B
Rules Knowledge. This would be an 'A', as the system I'm using is pretty much a homebrew that I helped design, but it's a 'B' because despite using much the same system for 25 years I still screw things up now and then.

Characterizations. I'm not bad at different voices and accents, though I tend to fall back on a few old reliables now and then; and coming up with rationales for why a given NPC is doing what it's doing is usually pretty easy. My in-party NPCs usually have clearly-defined character as well. But there's always room for improvement.

Plot and Story. Every now and then, inspiration strikes... :) And it's made much easier by good world-building, see 'A' above.

Hitting the Curveball. Despite my engineering tendencies (see below), if the PCs go off the chart I can usually adapt pretty well. Same goes for if they come up with a new use for a spell, etc. or want to try something outside the usual rules. This ability comes from sheer practice.

C
Small-Scale Preparation. Half the time, I go into a given session just hoping it'll run itself, 'cause if it doesn't I'll be winging it. It's a bit better if I'm running a canned module - provided, of course, that I've bothered to read it first, and provided the module is complete enough to run without too much tweaking. The only time I do halfway well here is when I'm running an adventure I've designed and-or written, as I'm already familiar enough with it to react to what the characters do.

Railroading. I usually have a pre-designed vague storyboard for what adventure or story arc will come after what, and sometimes I let it determine what happens a bit too tightly. That said, there's been many a time when the players look at me and pretty much ask "what's next"...

D
NPC Combat Tactics. Far too often, the PCs win because I screw up the opposition tactics. This could almost warrant an 'F'.

Record-keeping. As I've become our league statistician, it may seem odd that I put this as a 'D'; but one look at my game notes will show just how woefully incomplete they often are. When I go to write up the game log a few days later, I'm usually going mostly from memory...and that's bad. Most of the time, I keep just enough notes to be able to assign ExP and know what date it is in the game world.

Distraction. I'm easily distracted. Just say 'beer'. Sometimes, for example, I distract myself (and everyone else) by telling war stories from old games in the middle of playing the current one...sigh.

F
Empathy With the Players. I usually have no idea which characters are important to their players and which are not. I just kill 'em all indiscriminately and only find out after the fact... And while I'm more than willing to celebrate great PC plays after the fact, during the actual game it's me vs. them...and I don't like losing. :)

Even after all that, I've probably missed a few key things. Interesting exercise.

Lan-"let the gods sort 'em out"-efan
 

A
Characterization
I'm very good at inventing memorable and unique NPCs and playing them to great effect. This is also my most enjoyable part of DMing - I get to play the various NPCs, expand their personalities and entertain my players with them.

B
Improvisation
I once used to be bad at winging up stuff, but eventually I've gained much experience in this and I can run whole adventures either right out of my head or based on sketchy notes and maps with the rest being improvised. However, I sometimes tend to over-rely on this skill of mine, which means I sometimes under-prep.

C
System Mastery
I can run whole BFRPG sessions right out of my head with minimal reference material and with almost no book referencing. However, I don't know if I can do so with more complex rule-sets such as 3E D&D, Shadowrun or, maybe, Mongoose Traveller.

D
Prep
I find it hard to motivate myself to prep stuff properly; I usually end up under-prepping and having to improvise during the game.

F
Self-Confidence
I'm not very convinced in my DMing/GMing abilities and I usually get quite nervous prior to game sessions, fearing that my attempts won't work well. However, in practice, they usually do. So I have a certain kind of illogical "DMing Phobia" which I'm trying to overcome as it causes DM burnout.
 


OK, here goes nothing:

B
preparation and encounter building and overall plot.
I think I'm very good at preparing diverse & challenging encounters, and I'd like to think the overall plot of my current campaign is pretty good, as nobody has bailed out mid-campaign on me and I've managed to get everybody an in-game reason to be a part of the party.

C
Rules Mastery was a D when I started my current campaign, if not a D-. However, some of the actual rules have managed to sink into my thick head over time. I hadn't really played 3.5 when the campaign started, and was not totally familiar with even 3.0 due to a lack of gaming time.

D
Improv and NPCs -
I really need to work on being a faster thinker on my feet when the PCs throw me a curve ball, and my NPCs need more color. I have improved with both, though. Star Wars was a pretty simple story, but many of the characters were very colorful and that made it memorable with a great villain. I still struggle with coming up with good villain-y lines for my bad guys as well.
 
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A
Listening to the players. I make it my goal to not listen to the words coming out of my players mouth, but to listen to the ideas they are trying to express. I try to get a feel for what they are trying to accomplish and keep everything operating as it should. I rarely have issues with someone saying "Hey, I was trying to be sneaky. How come the goblin just started talking to me?" after explaining actions.

B
Rules knowledge and adjudication. I can keep the game going without breaking out the books. When something out of the ordinary happens that relies on my judgment, I generally make it fair to both the NPC's and the PC's as to how I judge the effect to play out. I try to encourage doing things out-of-the-box and tend to make such efforts worth the attempt. The think keeping me to a B in this area is failing to remember all the powers my monsters have. I have caught myself more than once forgetting resistances and whatnot affecting the outcomes of some combats.

C
Prepwork. I usually have grand plans on how detailed I am going to get with documenting my adventures, but usually in the end I have a flowchart, some monsters statted up , and some ideas written in margins. I've never had to call a time-out in a game because I wasn't expecting something but there has always been room for improvement.

D
Continuity. I haven't been a full-time GM in quite some time. Usually I am a player and I also fill in when we have a several week gap where the regular GM isn't going to be able to run. Because of this I only run 3 or 4 adventures of a "grand plot" before my campaigns die and early death. Story arcs are never resolved.

F-
Immersion. I have a startling number of NPCs in my worlds named "Steve" or "Bob" or "Doug". Very few NPCs have much of a personality. I rarely use first-person when speaking. Jokes abound.

DS
 

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