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Weem's "Grade your DM-skills" Challenge...
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<blockquote data-quote="Celebrim" data-source="post: 5185957" data-attributes="member: 4937"><p>A: Rulesmithing: I can produce professional or near professional quality rules for almost any situation.</p><p>B: Characterization: I can produce highly memorable NPCs, and have frequently been complimented on this. I'd do better at this if my voice work was better.</p><p>C: Setting: I can produce exotic detailed settings at both the micro and macro levels. I'm good with maps. However, I'm not as good at impromptu setting creation as I ought to be. I need to spend time producing the tools that experience has taught me I need to run impromptu sessions - lists of names, random encounter tables, random events/event lists, etc. - successfully. </p><p>D: Communication: My desire to keep the game fast paced and exciting frequently conflicts with the needs of having clear communication between the players and the DM. I frequently fail to communicate the game state properly, and I frequently forget or misimagine the current game state, resulting in confusion. This is partly because my setttings are, as I said, quite complex and detailed. I need to learn to slow down my thinking and communicate with the players at more of a metalevel when I need to.</p><p>F: Pacing: Historically, I've been very bad at adopting the proper pacing of my games. I rush scenes that don't need to be rushed. I linger on scenes that don't need to be lingered on. I don't bring the awesome soon enough, and I rely to heavily on the assumption that the story will eventually evolve on its own in response to the players input. The result historically has been players who are at various times (particularly early in a campaign) lost, impatient, or bored when none of that was necessary. I'm attempting to rectify that problem in my current campaign by reversing my usual approach. Instead of trying to evolve from sandbox to adventure path, I'm starting with a mini-adventure path and evolving toward sandbox. I hoping this emmerses the players in the setting more quickly than the more naturalism/realism approach I adhered to when I was younger.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5185957, member: 4937"] A: Rulesmithing: I can produce professional or near professional quality rules for almost any situation. B: Characterization: I can produce highly memorable NPCs, and have frequently been complimented on this. I'd do better at this if my voice work was better. C: Setting: I can produce exotic detailed settings at both the micro and macro levels. I'm good with maps. However, I'm not as good at impromptu setting creation as I ought to be. I need to spend time producing the tools that experience has taught me I need to run impromptu sessions - lists of names, random encounter tables, random events/event lists, etc. - successfully. D: Communication: My desire to keep the game fast paced and exciting frequently conflicts with the needs of having clear communication between the players and the DM. I frequently fail to communicate the game state properly, and I frequently forget or misimagine the current game state, resulting in confusion. This is partly because my setttings are, as I said, quite complex and detailed. I need to learn to slow down my thinking and communicate with the players at more of a metalevel when I need to. F: Pacing: Historically, I've been very bad at adopting the proper pacing of my games. I rush scenes that don't need to be rushed. I linger on scenes that don't need to be lingered on. I don't bring the awesome soon enough, and I rely to heavily on the assumption that the story will eventually evolve on its own in response to the players input. The result historically has been players who are at various times (particularly early in a campaign) lost, impatient, or bored when none of that was necessary. I'm attempting to rectify that problem in my current campaign by reversing my usual approach. Instead of trying to evolve from sandbox to adventure path, I'm starting with a mini-adventure path and evolving toward sandbox. I hoping this emmerses the players in the setting more quickly than the more naturalism/realism approach I adhered to when I was younger. [/QUOTE]
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