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What is YOUR GM style?
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<blockquote data-quote="JiffyPopTart" data-source="post: 8428095" data-attributes="member: 4881"><p>I have been on these boards a long time now, and over many discussions I have picked up some good ideas for my own GM style. I thought it might be fun to have a look at everyone else's "table".</p><p></p><p>My general GM Style/Mantras are as follows.</p><p></p><p>1. I will probably be running the current incarnation of D&D but will be inwardly wishing the others in my group would want to play something new. When I am running that something new I never can sustain a campaign before everyone checks out.</p><p></p><p>2. I will allow anything from an official book but will have to consider things from other sources before OKing them.</p><p></p><p>3. It is impossible for me to have too many monster books.</p><p></p><p>4. I make a strong effort to include all the skills in my adventures. I'm never going to make Animal Handling (as an example of a neglected skill) as valuable as Perception, but I will try to give you the spotlight in a scene if you have it available.</p><p></p><p>5. I'm not going to kill your character unless you do something really stupid (usually prefaced with an "are you sure?) or if the scene is notably dangerous. I WILL give you a strong setback in place of that death.</p><p></p><p>6. I'm not an actor. My NPCs have personalities and motivations but those will mostly be spoken of in 3rd person. Sometimes a really well liked NPC may get a voice or mannerism over time.</p><p></p><p>7. My campaign has a living world where things are happening in the background unlinked to your characters. If you involve yourself in a conflict you can affect that outcome but if you don't intera t with that portion of the story it is going to move forward without you.</p><p></p><p>8. You can expect alot of difficult choices as a PC. I have almost 0 black hat wearing evil factions. All the groups have a goal and a method they use to achieve it. The goal is almost never "take over the world" or "kill people and take their stuff". The otherwise good dwarf clan might be selling weapons to a lawful evil theocracy. The neutral druids might be teaming up with an evil dragon working as a mercenary.</p><p></p><p>9. Weaved into my world events are stories crafted around your PC backstory and goals. You get as much out of these subplots as you put into it. A life goal of "Being rich" is not a story plot I'm going to craft around. A life goal of "I want to get rich enough to buy out and destroy my families rival that drove is to bankruptcy" is awesome.</p><p></p><p>10. When I don't get feedback from my players and look up to see an entire table with heads buried in phones, tablets, and books I deep down want to ragequit...but I never do. It's my biggest peeve.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8428095, member: 4881"] I have been on these boards a long time now, and over many discussions I have picked up some good ideas for my own GM style. I thought it might be fun to have a look at everyone else's "table". My general GM Style/Mantras are as follows. 1. I will probably be running the current incarnation of D&D but will be inwardly wishing the others in my group would want to play something new. When I am running that something new I never can sustain a campaign before everyone checks out. 2. I will allow anything from an official book but will have to consider things from other sources before OKing them. 3. It is impossible for me to have too many monster books. 4. I make a strong effort to include all the skills in my adventures. I'm never going to make Animal Handling (as an example of a neglected skill) as valuable as Perception, but I will try to give you the spotlight in a scene if you have it available. 5. I'm not going to kill your character unless you do something really stupid (usually prefaced with an "are you sure?) or if the scene is notably dangerous. I WILL give you a strong setback in place of that death. 6. I'm not an actor. My NPCs have personalities and motivations but those will mostly be spoken of in 3rd person. Sometimes a really well liked NPC may get a voice or mannerism over time. 7. My campaign has a living world where things are happening in the background unlinked to your characters. If you involve yourself in a conflict you can affect that outcome but if you don't intera t with that portion of the story it is going to move forward without you. 8. You can expect alot of difficult choices as a PC. I have almost 0 black hat wearing evil factions. All the groups have a goal and a method they use to achieve it. The goal is almost never "take over the world" or "kill people and take their stuff". The otherwise good dwarf clan might be selling weapons to a lawful evil theocracy. The neutral druids might be teaming up with an evil dragon working as a mercenary. 9. Weaved into my world events are stories crafted around your PC backstory and goals. You get as much out of these subplots as you put into it. A life goal of "Being rich" is not a story plot I'm going to craft around. A life goal of "I want to get rich enough to buy out and destroy my families rival that drove is to bankruptcy" is awesome. 10. When I don't get feedback from my players and look up to see an entire table with heads buried in phones, tablets, and books I deep down want to ragequit...but I never do. It's my biggest peeve. [/QUOTE]
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