Dying in Chargen
Always wanting to read the players better, and making engaging scenes that energize both them and I to play.
Yes, I run or play in a face to face game, and a pbp; both can get to a stumbling block where a scenario that sounds good, starts great, suddenly falls down and we are all left scratching our heads, wondering what to do next. Or it just drags out too long.Same. I play on VTT and find that makes this particular skill harder to improve.
I think that you can only know the end of a session if you're running a railroad. If the players are able to shape the fiction, then you can't know in advance how it will end up.Generally, I think knowing the beginning and the end of a session is enough
My metric is: how many laughs do I get. My games are Sir Pratchet via Rick and Morty so for me it’s all about how much fun my players have.GMing is a skill, you get better with practice, time, and advice/observation of others. Personally, I love GMing. I love writing a story where I don't control the main characters and collaboratively making a world with friends.
But like every skill, you'll hit a plateau. And that's where I think I've been the last few years. I'm sure a few of us have. So -
What do you want to improve in your GMing, and maybe we can all share some advice and tips. What do you think you're doing well, and what can you experiment with?
To each, their own. I think you're partly right - I've never run a good /true/ sandbox. I'd love to hear how you plan and how it goes.I think that you can only know the end of a session if you're running a railroad. [Snip]
Such a nightmare - I generally name characters on stupid themes (Kraba Rangoon, Corona Slim, Cookiee) to combat this. But there's plenty of NPCs that I've renamed just minutes later after forgetting.Remember NPC names. [snip]
I don't run a sandbox game. I use an approach that, in terms of published RPGs, is probably mostly associated with PbtA systems, though that's not what I run.I've never run a good /true/ sandbox. I'd love to hear how you plan and how it goes.
I used to have the same issue. Nowadays I take brief notes as the session is going. So if they talk to John Smith, I jot down "Met John Smith", whether that's a reoccurring character I could never forget or someone I made up on the spot. The notes also come in handy for planning the next session.Remember NPC names. I can describe the NPCs I have created well, but I swear 10 minutes after the name comes out I've forgotten it!
I run road trips. A road trip has a destination but how they get there is up to the players. Usually I have 4 parts.To each, their own. I think you're partly right - I've never run a good /true/ sandbox. I'd love to hear how you plan and how it goes.
This is pretty close to what I do. My games tend to be more mysteries and investigations rather than fights (just what my group prefers), but in general I do the same. I've also had that roadtrip hit stormy weather and go completely off to a different direction - which leads me to...I run road trips. A road trip has a destination but how they get there is up to the players. [snip]
This is one of the biggest hurdle for my games. I tend to throw a lot of spaghetti at the wall and just take what sticks. I like the free, comedic form of my games - but boy I wish I had the energy to plan out entire towns, etc - rather than just planning the main characters and encounters.Continuity. [snip]
I have been playing in a Lost Mine of Phandelver game and ran a bit of Horde of the Dragon Queen. One thing I really like about both is that they just drop about 10 things to do in a town. The PCs can pick them up, ignore them, or miss them and have plenty to do. I'd prefer if they had a bit more intersectionality - as many are unrelated, but it's given me ideas on planning out a whole town.I want to do something that's part sandbox and runs a little more organically. [snip]
I might be able to help you there. Feel free to PM me, so we don't clog up the thread.As for the question, I'd like to be able to make weather figure more interestingly in establishing in-game situations.
I'd suggest trying a game that doesn't require as much intensive prep work on the part of the GM. Or maybe altering the way you play so that you don't have to prep as much ahead of time.The biggest obstacle I currently have is creative burnout.
I mean that after DMing a lot my brain just wants to shut down and not to keep being creative or acting creatively. It is happy to drone on, but droning is normally not all that exciting.
Perhaps it's DMing too much, but perhaps there is also a way to circumvent that and keep on going with the excitement rather than cut back.
I found that I haven't felt that way in years, mostly because I'm using an AP and numerous modules to run a sandbox. So far I have been fortunate because despite the number of 'outs' I have offered from the primary storyline the PCs want to see the AP through.The biggest obstacle I currently have is creative burnout.