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Why do you GM for strangers online or at conventions? What do you get out of it?
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<blockquote data-quote="Joshua Randall" data-source="post: 8732244" data-attributes="member: 7737"><p>Echoing what other have said with emphasis on the "I get to run systems my home group wouldn't want to play".</p><p></p><p>Most of my recent con-GM'ing has been in the Indie Games on Demand room at Origins, where pretty much anything you put on the menu will get least 4 people to the table, often 6, and occasionally more than 6 and you end up running it again even though you didn't plan on it to accommodate the waitlisted players!</p><p></p><p>So it's a place to try out those systems I've always wanted to experience but never have, in an environment that is (paradoxically?) more tolerant of not-totally-awesome game experiences than might be expected. </p><p></p><p>I say paradoxically because everyone knows the random mix of <em>players</em> at the table can make for some less-than-amazing games, which tends to cover for any less-than-amazing <em>GM</em>-ing on my part. Not that I would ever deliberately GM poorly, but sometimes for a system with which I'm not that familiar, I execute it worse than I would otherwise. If that made any sense.</p><p></p><p>= = =</p><p></p><p>I also really like [USER=467]@Reynard[/USER] 's idea of 'convention campaigns'. At any given time I have about a dozen campaign ideas, and if I try to run those as full years-long campaigns with my home group, I'll be senile or dead before I get to experience them all. I need to get some of those to a convention table when I can... and maybe it'll inspire one of the players to go home and GM "my" campaign idea for his group!</p><p></p><p>(I put "my" in quotes because a lot of the ideas were absorbed by osmosis from rulebooks, discussion boards, and media; plus idea ownership is murky at best.)</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 8732244, member: 7737"] Echoing what other have said with emphasis on the "I get to run systems my home group wouldn't want to play". Most of my recent con-GM'ing has been in the Indie Games on Demand room at Origins, where pretty much anything you put on the menu will get least 4 people to the table, often 6, and occasionally more than 6 and you end up running it again even though you didn't plan on it to accommodate the waitlisted players! So it's a place to try out those systems I've always wanted to experience but never have, in an environment that is (paradoxically?) more tolerant of not-totally-awesome game experiences than might be expected. I say paradoxically because everyone knows the random mix of [I]players[/I] at the table can make for some less-than-amazing games, which tends to cover for any less-than-amazing [I]GM[/I]-ing on my part. Not that I would ever deliberately GM poorly, but sometimes for a system with which I'm not that familiar, I execute it worse than I would otherwise. If that made any sense. = = = I also really like [USER=467]@Reynard[/USER] 's idea of 'convention campaigns'. At any given time I have about a dozen campaign ideas, and if I try to run those as full years-long campaigns with my home group, I'll be senile or dead before I get to experience them all. I need to get some of those to a convention table when I can... and maybe it'll inspire one of the players to go home and GM "my" campaign idea for his group! (I put "my" in quotes because a lot of the ideas were absorbed by osmosis from rulebooks, discussion boards, and media; plus idea ownership is murky at best.) [/QUOTE]
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Why do you GM for strangers online or at conventions? What do you get out of it?
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