What do you like best about being a GM?

Umbran said:
*nod*. Here as well. It isn't a "ego boost" thing for me, so much as feeling good about helping someone else have a good time.

I concur! Especially after beating them half to death, or seeing them navigate through an extremley difficult "diplomatic" situation where they are really kept on their toes. And afterward are honestly happy inspite of narrowly escasping certain doom, ignoring the fact something horrible may/did happen to them. That is great!

The accolades are always nice as well heh
 

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Personally, I like my wife's practice of "Put the DM in a good mood" the night before, so that I won't kill the party during the following evening's session! :lol:
 

The Hound said:
Is it the ability to create a "world" of your own? To make up campaigns with interesting plots and adventures? Being the chief Storyteller or Playwright? Being able to roleplay a lot of characters? The sheer ego boost of providing entertainment to several people who are hanging on your every word? Or something else?

For me its always been the first two and the ego trip thing.

For that matter, what do you least like about being a GM? Having to deal with problem players?
The amount of time it takes? Keeping records? For me it's always been the latter.

It's the control factor. Doing a world "right" or at least "more right" than what is out there. Putting my own spin on things.

I don't like dealing with problem players and I don't like having started playing in real, continuing campaigns when I am 22 and not when I was like 12 (which would have been very helpful in middle and high school).
 


The Hound said:
Is it the ability to create a "world" of your own?
As other posters have noted, I tend to create way more material than the players are likely to see - myths and legends, places "off the map", cultural details, historical figures - out of the sheer joy of adding depth to the world.

For Modern games this means doing tons of research on details with which to pepper the environment. Find a book on a bookshelf? Chances are you can look it up on Amazon to see when it was published and how much it costs. The players may never know it, but it's fun for me and one of the real personal rewards of being the GM.
The Hound said:
To make up campaigns with interesting plots and adventures?
I strive to do this - I don't really know if I succeed, since I'm not big on "plot," but I try to create interesting settings for the characters to explore.
The Hound said:
Being the chief Storyteller or Playwright?
Gawd no!

I'm the guy who moves the scenery and the extras around - the players and their characters are the storytellers.
The Hound said:
Being able to roleplay a lot of characters?
Absolutely! Why be limited to just one character when you can play the entire rest of the world?!?

I like to create deep backgrounds for NPCs (which ties into world-creation) whether or not the players are ever likely to explore the characters. I also like to see what I can do mechanically with the characters, such as figuring out what kind of Craft (visual arts) bonus I can min/max for a 4th level character who is supposed to be a respected photojournalist.

Again a lot of it is work that the players may never see, but I do this for my own enjoyment.
The Hound said:
The sheer ego boost of providing entertainment to several people who are hanging on your every word?
I tend to see my mistakes and goofs more than my successes (such as they are), so no.

Oh, and yeah, the groupies, definitely.
 


It's funny but I've never really given this question a lot of thought in all the many years of GMing that I've done. But I think the answer is this:

I love problem solving and I love watching people solve problems that I've presented to them. I love when smart choices lead to good results and when poor choices lead to less good results. And I love it when the players think of something I didn't think of or the look on their faces when they realize something they should have thought of.

I've often said that good GMing is very much like watching your kids open presents on Christmas morning.
 

Well, Gming is best when all the players are XP whores. I get waited on hand and foot for a handful of bonus XP. And I get bribes. Kelly brings me peanut butter ice cream. Mike brings me chocolate. All to make sure I'm a happy little GM so I don't do something mean like throw nothing but undead and constructs at the party right after the rogue perfects her backstab or they find a cool keen weapon.

The downside is the amount of preparation that it takes. That, and once you are identified as a GOOD GM, everybody wants you to run games and you never get to actually play.
 

Before the game: feeling that you're in control of the adventure.
After the game: knowing that you weren't.

Seriously, I just enjoy being able to provide the entertainment. :)
 

In game, I think killing PC's has to rank right near the top for me, honestly. I wouldn't ever admit that to my players though. I like tactical combat, so from the DM's side killing a PC is usually the pinnacle of that. It's been a while now... this past week was so, so close. One character was a round of swarm damage away from death, and another was grappled and one hit away from becoming a wight. Oh well, maybe next week.

Out of game, I like world building and adventure design about equally. I love having secrets and plot twists planned out far in advance then watching things slowly unfold as seemingly unrelated elements converge. I try to construct fair, balanced, and rewarding adventures beforehand, so my in game instincts to kill are given reasonable prior restraint.
 

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