Yeah, this one for me. If you can't understand the vibe of the table and whether the players are enjoying themselves or not, all of the other stuff is kinda pointless IMO.Reading a room.
Yeah, this one for me. If you can't understand the vibe of the table and whether the players are enjoying themselves or not, all of the other stuff is kinda pointless IMO.Reading a room.
True, which is why no campaign can long survive the DM not being into it, no matter how much fun the players are having.Which will likely lead to GM burnout.
I don't think pacing follows from improv skills. You can be great at improv and suck at pacing, or suck at improv and be good at pacing. if you discount a skill simply because it benefits from another one, the list will be awfully short and bland.Just as a singular example, managing pacing is a fundamental component of improvisation in response to player agency.
I'm not sure what systems you're thinking of in your post.There's one kind of DM skill I've been thinking about a lot - mainly cause I find it hard to define. I guess you could call it verisimilitude or keeping suspension of disbelief but it's not really that. It's basically encouraging the feeling in the player that the imaginary game world is an actual 'third thing' that exists between the DM and the players, that's responsive to their actions but exists somewhat independently. Essentially, it's being able to trick your players into forgetting that they're just a bunch of people sitting around a table talking, and also not making the imaginary world so monolithic and unresponsive that they may as well just be reading a novel. I think it's a tough skill to master because - even though the rules of your system can do a lot of that work for you - you still have be quite careful to get a balance between your players whims, your creative directions, and just the raw mechanics of the system - giving in fully to any of those three seems to destroy that feeling of a 'third thing'.
I don't think immersion is entirely on the GM, although the GM can help. But the system matters there, as do the players themselves.There's one kind of DM skill I've been thinking about a lot - mainly cause I find it hard to define. I guess you could call it verisimilitude or keeping suspension of disbelief but it's not really that. It's basically encouraging the feeling in the player that the imaginary game world is an actual 'third thing' that exists between the DM and the players, that's responsive to their actions but exists somewhat independently. Essentially, it's being able to trick your players into forgetting that they're just a bunch of people sitting around a table talking, and also not making the imaginary world so monolithic and unresponsive that they may as well just be reading a novel. I think it's a tough skill to master because - even though the rules of your system can do a lot of that work for you - you still have be quite careful to get a balance between your players whims, your creative directions, and just the raw mechanics of the system - giving in fully to any of those three seems to destroy that feeling of a 'third thing'.
Cannot agree more.Communication skills.