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What are your strengths as a DM/GM?

We all have our strong points and our weak points when it comes to DMing. What are your strengths as a DM/GM?

I think my strengths are:

Rules knowledge - I've been DMing a 3.5E game pretty much every fortnight since 2006 (with a couple of "baby breaks" in there). So I've gotten to the point now where I have all of the major rules pretty much memorised. At the very least, I know where in the rulebooks to look to find what I need. Most of the problem rules interactions have come up in-game and have been dealt with, so it's rare that the game will get bogged down due to trying to figure out how the rules apply to a given situation.

Ruling on the fly - Which brings me to my next strength, ruling on situations on the fly. Sometimes the rules don't cover the situation you're in exactly, or it is unclear as to how a couple of rules interact with each other. In a crunch-heavy game like D&D, this can quickly bring the game to a screaming halt. However, my rules knowledge, combined with my experience has taught me how to quickly come up with a ruling on the fly to keep the game moving. I do it with the provisio that, while the ruling holds for that particular session, I'll review it properly after the session is over, check online how others have handled the situation and come up a ruling for how the situation will be handled in the future. This bogs the game down, whilst the players don't have to worry about being stuck with some ill-thought-out on-the-fly ruling forever.

Thinking on my feet - Even when running pre-written adventures, few plots survive contact with the PCs. I've definitely learned (sometimes the hard way) how to deal with the curveballs that the players can throw at you. I now have a pretty good idea of what motivates the various NPCs in my adventure. So when the PCs decide to do something I really didn't expect I can adjust things on the fly by considering the NPCs' motivations and thinking of how they would respond to the situation.

Minis - This is a bit of an odd strength, but I consider my pre-painted D&D minis collection is one of my strengths. My collection is large enough now that I can generally closely represent most humanoids and monsters that the party face. If I don't have a mini of the actual creautre, I generally have a close proxy. Given that 3.5E's combat system almost forces you to have combat on a battlemat, I've found it adds a lot to my game that my players have a close visual representation of exactly what their PCs are fighting. The fact that I have them sorted out so I can go through over 1,000 minis to find exactly the mini I need in under a minute helps a lot too.

So what are your DM/GM strengths?
 

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Strengths:
Rules Knowledge: 2nd, 3rd/3.5, PF..working on 5th ed.
Rules-light: new rules on uncovered situations/changing ones that don't make sense.
Quest Options: multiple quests from base locations/optional sidequests along the way.
Details: from fully statted NPC's to store inventories and inn menus.
Character Support: working with players on custom classes/character concepts.
Player Rapport: gathering input on houserules/in-game decisions requiring new rules.

Weaknesses:
Minis: twitchy eyes ended my painting era..now stuck with the pre-painted plastic.
Susceptibility: to player bribes of pizza, beer and soda
 

Since you ask only about strengths, I shan't list weaknesses ;)

Lack of Desire to Control/Dominate: As a GM I consider myself there to facilitate the story that arises from the players' play of the characters. I'm happy to have a "default" trail of happenings, but my main focus is on prodding and poking the players into making decisions - into being proactive and making a story happen. I regard this as a key attribute for any GM.

A Wide Knowledge of Systems: I have GMed dozens of different systems since I started roleplaying in the mid-1970s, and I have played many more and read even more. This has given me a good, broad education in how rules and roleplaying can be approached - and how they should not be! - and what can be done with systems of play.

A Facility With Ancilliary Game Equipment: I have acquired a fair bit of ability, over the years, in creating props, handouts, scenery and game aides. These can provide both an aid to visualisation and also practical assistance in tracking game resources and so on. This includes a collection of painted figures and scenery (trees, bushes, buildings, furniture, treasure piles...) and resource chits (coins, beads for healing surges or blood points, equipment cards...).

I think that covers the main ones - if I think of other important ones I'll add them.
 


Improvising NPCs, including believable motivations - I'm pretty good at coming up with interesting NPCs on the fly -- shopkeepers, town guards, random politicos, wandering bards, etc. -- that still manage to be consistent with the overall world.

Creating interesting PC choices that link cohesively to their motivations and the world at large - Like Balesir, I have little desire to force the PCs to do anything, or shove them in one direction or another. I'm generally good at creating "hooks" or "scene frames" that say, "Here's what's happening, and here's what your characters expect will be the result should events continue," and then letting the PCs handle the approach any way they choose.

Creating enough linked backstory to give players the illusion of "reality" while still giving them freedom to creatively change the fiction - This has been one of most positive changes to my GM style, largely facilitated by conversations here at ENWorld with posters like [MENTION=42582]pemerton[/MENTION], [MENTION=6696971]Manbearcat[/MENTION], [MENTION=3400]billd91[/MENTION], [MENTION=4937]Celebrim[/MENTION], and others. I find that I enjoy GM-ing much more when players feel like they can meaningfully create and change details about their characters, and even some backstory to fit their vision and play style.

Creating broad, interconnecting plotlines that maintain some semblance of consistency - Obviously PCs will disrupt our best laid plans at every turn . . . but I'm usually good at creating and interweaving backstories such that the PCs always have opportunities to engage in meaningful challenges, and have "creative space" in which to act and react in positive, forward-moving ways.
 

Engagement- Just about every time someone says they do something I ask them how do they do it. I'm sure this is common to many GMs but some GMs seem to run the game as a computer.
World crafting- Cliche but I think I craft some pretty unique worlds. At least they are something I have never seen, and when I do rip ideas from other things I'd like to hope I combine them in such a way it feels fresh.
Weaving a story for players- I absolutely hate running modules, hate it. I like to tell stories that keep the players and their characters involved and central to the story. This requires backgrounds, and I like to weave backgrounds into each other. You are an elf from a family that has fallen from nobility because you had a precious elven heirloom stolen? Well secretly that wealthy dwarf you are adventuring with, his grandfather was hired to steal that heirloom (and begin his life as a wealthy sellsword) by that human warlock you are adventuring with because he needed it to give to his patron in exchange for his pact of power. Stuff like that, where the story comes from the backgrounds of the players.

I'm sure there are others but those stand out to me in my mind.
 




Improvisation, world-building, believable NPCs. Probably my top 3.

Generally speaking, if you can do these well, most of the rest just tends to work out. System matters less, "encounter balance" matters less, player engagement tends to be more steady, since there's almost always something interesting to do . . . .
 

Into the Woods

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