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What are the odds of getting a good GM at Gencon?
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<blockquote data-quote="Kugar" data-source="post: 310664" data-attributes="member: 442"><p>OK some views from the other side of the screen:</p><p></p><p>This was my first first year running a an Open judge, and it took some gettng used to. Here are my impressions on what the Open is or isn't.</p><p></p><p>1) The open is a fair <strong>competition</strong>: NUMER ONE GOAL. Every DM reads the players the same boxed text, everyone gets briefed on the modual before hand. This year was rough becuse an explination of the game was not given out. Of the four groups I played with I had two <em>tornement</em> style team and two mixed teams. The tornement teams had more fun because I could GM to the group pretty well, they all wanted the same thing.</p><p></p><p>2) Mixed groups: In any social group some people are going to be more vocal and outgoing than others. It takes a good DM to bring everyone out of the shell and participating. It takes a great DM to be able to do this and be fair. This is something I need to work on (My first round I got high marks from half the table and really low marks from one or two players)</p><p></p><p>3) Adventures: Mixed bag. The open tries to aviod a lot of Role-playing intensive encounters because they can really eat up time, are hard to keep consistant from DM to DM and cause a whole lot of problems. I have to agree that some of the adventures read like a tactical training manual, and some of the fights were off challenge. BTW: I'm pretty sure the person who wrote the open did it for the love of the game, not compensation.</p><p></p><p>4) Groups: Like it or not the fun you have at the table is not dictated to you by your DM. It involves your ability to enjoy the game and your ability to play with others. I had mixed groups where the party wants different things which is to be expected, but there are some oil and water combinations. The heavy wargamer playing with a parent and children, etc.</p><p></p><p>5) Know thyself! Roleplayers play CoC, Paranioia, etc in addition to the normal games you play. The DnD games will not be like it is at home, it is different. Slightly different, but it does take some people out of thier "comfy" zone. Take yourself out of your own "comfy" zone on purpose, but but yourself in a situation you are likely to enjoy.</p><p></p><p>This has gotten long and rambly but I'm sure that there are some worthwhile thoughts up there.</p><p></p><p>Kugar</p></blockquote><p></p>
[QUOTE="Kugar, post: 310664, member: 442"] OK some views from the other side of the screen: This was my first first year running a an Open judge, and it took some gettng used to. Here are my impressions on what the Open is or isn't. 1) The open is a fair [b]competition[/b]: NUMER ONE GOAL. Every DM reads the players the same boxed text, everyone gets briefed on the modual before hand. This year was rough becuse an explination of the game was not given out. Of the four groups I played with I had two [i]tornement[/i] style team and two mixed teams. The tornement teams had more fun because I could GM to the group pretty well, they all wanted the same thing. 2) Mixed groups: In any social group some people are going to be more vocal and outgoing than others. It takes a good DM to bring everyone out of the shell and participating. It takes a great DM to be able to do this and be fair. This is something I need to work on (My first round I got high marks from half the table and really low marks from one or two players) 3) Adventures: Mixed bag. The open tries to aviod a lot of Role-playing intensive encounters because they can really eat up time, are hard to keep consistant from DM to DM and cause a whole lot of problems. I have to agree that some of the adventures read like a tactical training manual, and some of the fights were off challenge. BTW: I'm pretty sure the person who wrote the open did it for the love of the game, not compensation. 4) Groups: Like it or not the fun you have at the table is not dictated to you by your DM. It involves your ability to enjoy the game and your ability to play with others. I had mixed groups where the party wants different things which is to be expected, but there are some oil and water combinations. The heavy wargamer playing with a parent and children, etc. 5) Know thyself! Roleplayers play CoC, Paranioia, etc in addition to the normal games you play. The DnD games will not be like it is at home, it is different. Slightly different, but it does take some people out of thier "comfy" zone. Take yourself out of your own "comfy" zone on purpose, but but yourself in a situation you are likely to enjoy. This has gotten long and rambly but I'm sure that there are some worthwhile thoughts up there. Kugar [/QUOTE]
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