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<blockquote data-quote="JamesonCourage" data-source="post: 5753256" data-attributes="member: 6668292"><p>If you say so...</p><ol> <li data-xf-list-type="ol">My players are exceptionally invested in the game. The two newest players to play in my group used to play in other groups before joining me. They both stopped after about a month of me running the game, saying that they find the other groups unsatisfactory.</li> <li data-xf-list-type="ol">My players love my settings, which have always been homebrewed. They find them reliable, interesting, and realistic. I also can invest or invent a lot of history for them on the fly or with little work, so they're usually rich in that area. This includes advancement of the setting over time, and the like.</li> <li data-xf-list-type="ol">I try not to craft a setting in which the fantastic really isn't. That is, magic items are very rare (in about 120 hours of gaming with this current campaign, they've encountered three), fantastic creatures tend to make a single appearance, etc. This keeps "normal" things normal, and keeps strange things "fantastic". I'm also good at making interesting creatures, magic items, enchanted lands, and the like.</li> <li data-xf-list-type="ol">My players love my story, which is interesting, as I'm a very sandbox-style GM. So, the story is what they make out of it, plus what the world throws at them. It makes for a very interesting game, though, and they love it.</li> <li data-xf-list-type="ol">I'm good at description, and keeping my players immersed during the session. I can bring real emotions to the forefront of the minds of most of my players, whether it's actual relief or anger.</li> <li data-xf-list-type="ol">I'm incredibly good at improvising. At most, I put in about 5 minutes of "prep work" between sessions. Everything else is on the fly, and most of the time that "prep work" isn't used. Everything else I improvise everything each session.</li> <li data-xf-list-type="ol">I handle NPCs extremely well. They're believable, and I tend to mix the right amount of one-dimensional NPCs in with my three-dimensional NPCs. My players invest in NPCs, whether it's loyalty, rivalry, fondness, hatred, interest, admiration, or the like.</li> <li data-xf-list-type="ol">I have a good memory. My NPCs have names, town names are commonly used, areas of the world between towns have names, I remember to incorporate weather, political climate, the date, and other factors into the game, etc.</li> <li data-xf-list-type="ol">I make each combat matter. There's basically no such thing as a throwaway combat, and nearly every combat is tension-filled. We probably only get in one combat scenario every other session, though.</li> <li data-xf-list-type="ol">I'm very fair. Even if I like PC trends from some players more than others (the new guys <em>always</em> has to play a Dex-based bastard...), I'll rule fairly when they attempt to use their capabilities.</li> <li data-xf-list-type="ol">I'm good at communicating. I can line up player thoughts neatly, present them succinctly, and ask for a vote (to speed up bouts of "committee" time). I can also lay out ideas common to the social contract of the group quickly and efficiently.</li> <li data-xf-list-type="ol">I tend to manipulate and massage social problems between players out of game away. If there's tension, I'm a good social arbiter, and I can usually get rid of those problems without too much trouble.</li> <li data-xf-list-type="ol">I know my players very well. I can keep track of what they'd like to skip, what they're interested in, and the like. Also, I'm very good at RPing the PCs when a particular player is late, can't make it, leaves early, swaps characters, or the like. I have consistent compliments on this ability.</li> <li data-xf-list-type="ol">I'm very, very mechanically astute. I created a complex, SRD-based RPG (about 350 pages, but that's counting 100 pages of an example setting, a GMing chapter, sidebars to help explain or foster ideas, and about 135 illustrations). I can help the players achieve nearly any character concept they want to build using my system's rules.</li> <li data-xf-list-type="ol">I'm very good at pacing things. Over the past three session, I've heard, at the end of each session, "can we go another hour?" or "anyone down for a second session on Sunday?" I end sessions with cliffhangers, before combat, shopping trips, time skips, revelations, and the like.</li> <li data-xf-list-type="ol">I stay away from Deus ex Machina, GMPCs, and railroading. While this is a passive skill, it's probably a strength as a GM.</li> </ol><p></p><p>I might be missing some stuff, but that should be pretty thorough. I do have a list of "bad" traits, but it's nowhere near as long, and I'm good at hiding them (another thing I'm good at!). As always, play what you like <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5753256, member: 6668292"] If you say so... [LIST=1] [*]My players are exceptionally invested in the game. The two newest players to play in my group used to play in other groups before joining me. They both stopped after about a month of me running the game, saying that they find the other groups unsatisfactory. [*]My players love my settings, which have always been homebrewed. They find them reliable, interesting, and realistic. I also can invest or invent a lot of history for them on the fly or with little work, so they're usually rich in that area. This includes advancement of the setting over time, and the like. [*]I try not to craft a setting in which the fantastic really isn't. That is, magic items are very rare (in about 120 hours of gaming with this current campaign, they've encountered three), fantastic creatures tend to make a single appearance, etc. This keeps "normal" things normal, and keeps strange things "fantastic". I'm also good at making interesting creatures, magic items, enchanted lands, and the like. [*]My players love my story, which is interesting, as I'm a very sandbox-style GM. So, the story is what they make out of it, plus what the world throws at them. It makes for a very interesting game, though, and they love it. [*]I'm good at description, and keeping my players immersed during the session. I can bring real emotions to the forefront of the minds of most of my players, whether it's actual relief or anger. [*]I'm incredibly good at improvising. At most, I put in about 5 minutes of "prep work" between sessions. Everything else is on the fly, and most of the time that "prep work" isn't used. Everything else I improvise everything each session. [*]I handle NPCs extremely well. They're believable, and I tend to mix the right amount of one-dimensional NPCs in with my three-dimensional NPCs. My players invest in NPCs, whether it's loyalty, rivalry, fondness, hatred, interest, admiration, or the like. [*]I have a good memory. My NPCs have names, town names are commonly used, areas of the world between towns have names, I remember to incorporate weather, political climate, the date, and other factors into the game, etc. [*]I make each combat matter. There's basically no such thing as a throwaway combat, and nearly every combat is tension-filled. We probably only get in one combat scenario every other session, though. [*]I'm very fair. Even if I like PC trends from some players more than others (the new guys [I]always[/I] has to play a Dex-based bastard...), I'll rule fairly when they attempt to use their capabilities. [*]I'm good at communicating. I can line up player thoughts neatly, present them succinctly, and ask for a vote (to speed up bouts of "committee" time). I can also lay out ideas common to the social contract of the group quickly and efficiently. [*]I tend to manipulate and massage social problems between players out of game away. If there's tension, I'm a good social arbiter, and I can usually get rid of those problems without too much trouble. [*]I know my players very well. I can keep track of what they'd like to skip, what they're interested in, and the like. Also, I'm very good at RPing the PCs when a particular player is late, can't make it, leaves early, swaps characters, or the like. I have consistent compliments on this ability. [*]I'm very, very mechanically astute. I created a complex, SRD-based RPG (about 350 pages, but that's counting 100 pages of an example setting, a GMing chapter, sidebars to help explain or foster ideas, and about 135 illustrations). I can help the players achieve nearly any character concept they want to build using my system's rules. [*]I'm very good at pacing things. Over the past three session, I've heard, at the end of each session, "can we go another hour?" or "anyone down for a second session on Sunday?" I end sessions with cliffhangers, before combat, shopping trips, time skips, revelations, and the like. [*]I stay away from Deus ex Machina, GMPCs, and railroading. While this is a passive skill, it's probably a strength as a GM. [/LIST] I might be missing some stuff, but that should be pretty thorough. I do have a list of "bad" traits, but it's nowhere near as long, and I'm good at hiding them (another thing I'm good at!). As always, play what you like :) [/QUOTE]
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