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Weem's "Grade your DM-skills" Challenge...
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<blockquote data-quote="Ycore Rixle" data-source="post: 5191577" data-attributes="member: 675"><p>A - Adaptability and Improv; Focus on the Fun. I ask my players what kind of characters they want to play before I start any world-building; I want the game to adapt to their desires. The same mind-set applies to every session: I go with the flow, reading my players, their moods, their goals for their characters, and I try to make the fun match. Usually I enter a session with a list of three to five events per character, tailored to that character's history and that player's tastes. I also enter the session with about three to five events for the group - presenting them with many different options (and of course letting them strike out in a different direction if they wish).</p><p></p><p>A - World-building, including memorable NPCS; story arcs; encounter design; and campaign longevity. I've never had a campaign that ended for any other reason than that I moved, so I think the long-term interest/thrill/accomplishment/satisfaction factor is there.</p><p></p><p>B - Rules knowledge; Acting. I know the rules of the games I GM, but except for SK, I'm not an all-out rules lawyer. As far as acting - I play a pretty good NPC, maybe a B+/A-, but with the exception noted in F below.</p><p></p><p>C - Tactics. There are plenty of times that I forget cool tricks that monsters could have used, or that I play the monsters a little too zergy.</p><p></p><p>C - Voices. I'm ok. I can do a few well, a lot so-so, and many not at all.</p><p></p><p>D - Prep. I just don't do it like I should. I don't update campaign websites often enough, I don't respond to player email fast enough, and I rely on my improv a tad too much.</p><p></p><p>F - Serious seriousness. There's a certain type of game - I think of Ron Edwards and Sorcerer here - that's supposed to be all angsty. I can't do it. I like seriousness, and I'm closer to that than slapstick. But all of my campaigns always have some humor or uplift or a bit of silliness here and there, so I just can't do the dark-dark. I run My Life with Master more like an adventure story than an almost-certain tragedy, for instance.</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 5191577, member: 675"] A - Adaptability and Improv; Focus on the Fun. I ask my players what kind of characters they want to play before I start any world-building; I want the game to adapt to their desires. The same mind-set applies to every session: I go with the flow, reading my players, their moods, their goals for their characters, and I try to make the fun match. Usually I enter a session with a list of three to five events per character, tailored to that character's history and that player's tastes. I also enter the session with about three to five events for the group - presenting them with many different options (and of course letting them strike out in a different direction if they wish). A - World-building, including memorable NPCS; story arcs; encounter design; and campaign longevity. I've never had a campaign that ended for any other reason than that I moved, so I think the long-term interest/thrill/accomplishment/satisfaction factor is there. B - Rules knowledge; Acting. I know the rules of the games I GM, but except for SK, I'm not an all-out rules lawyer. As far as acting - I play a pretty good NPC, maybe a B+/A-, but with the exception noted in F below. C - Tactics. There are plenty of times that I forget cool tricks that monsters could have used, or that I play the monsters a little too zergy. C - Voices. I'm ok. I can do a few well, a lot so-so, and many not at all. D - Prep. I just don't do it like I should. I don't update campaign websites often enough, I don't respond to player email fast enough, and I rely on my improv a tad too much. F - Serious seriousness. There's a certain type of game - I think of Ron Edwards and Sorcerer here - that's supposed to be all angsty. I can't do it. I like seriousness, and I'm closer to that than slapstick. But all of my campaigns always have some humor or uplift or a bit of silliness here and there, so I just can't do the dark-dark. I run My Life with Master more like an adventure story than an almost-certain tragedy, for instance. [/QUOTE]
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