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General Tabletop Discussion
*TTRPGs General
What are your strengths as a DM/GM?
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<blockquote data-quote="Balesir" data-source="post: 6417720" data-attributes="member: 27160"><p>Since you ask only about strengths, I shan't list weaknesses <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><strong>Lack of Desire to Control/Dominate</strong>: 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.</p><p></p><p><strong>A Wide Knowledge of Systems</strong>: 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.</p><p></p><p><strong>A Facility With Ancilliary Game Equipment</strong>: 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...).</p><p></p><p>I think that covers the main ones - if I think of other important ones I'll add them.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6417720, member: 27160"] Since you ask only about strengths, I shan't list weaknesses ;) [B]Lack of Desire to Control/Dominate[/B]: 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. [B]A Wide Knowledge of Systems[/B]: 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. [B]A Facility With Ancilliary Game Equipment[/B]: 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. [/QUOTE]
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