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Worlds of Design: WANTED - More Game Masters
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<blockquote data-quote="Norton" data-source="post: 8353844" data-attributes="member: 7031494"><p>I hadn't really thought about DMing in terms of how it integrally serves the industry as a while. Very daunting to imagine running a gaming empire that relies in large part on a rare kind of individual who has the aptitude, time and will to do the heavy, homework-laden lifting of your product. What's the ratio of gamer to DM? It might be written in places as 6/1, but to be fair that excludes all the gamers not getting games because they can't find a good and reliable DM who is willing to make the investment.</p><p></p><p>I'm a DM for four groups at present, with two weekly and two monthly. All of them are broad campaigns involving a combination of home brew and published. I'm a writer and creator so it's kind of in my DNA to DM and I really have no interest in being a player outside of the very occasional one-shot death crawl. To the point of the thread, I don't know if there is a way to increase the amount of self-flagellating bastards like myself. You're kind of born with it, no?</p><p></p><p>But for those who are suited but sitting out for various reasons, it may be worthwhile for publishers and companies to not just try and come up with tools that help facilitate running all kinds of styles of games (doffs cap to Sly Flourish) but also tools that cater to players so they become more of a draw to run games for. Role play guides, session checklists, and yes, suggestion of payment (I get paid by my monthly groups and "tipped" by my weekly groups). Money helps add energy to prep and performance, but nothing really gets me going like the passion of players to play. If you're just setting in for the ride while you watch TV and check your socials, maybe don't join a group.</p><p></p><p>I am tired, and life gets in the way quite a bit. Still, I prep all the time because I like telling stories and envisioning scenarios and encounters that I know will thrill my players. I can't tell you how much relief I would feel if I knew my players were also working on becoming better, and allowing me to look forward to observing their role play and plan executions that allow me to breathe a bit and hand over the reins. Alas—and I blame video games in part—they're probably not thinking about the game at all until two minutes before, when they full expect me to have my sh*t together.</p></blockquote><p></p>
[QUOTE="Norton, post: 8353844, member: 7031494"] I hadn't really thought about DMing in terms of how it integrally serves the industry as a while. Very daunting to imagine running a gaming empire that relies in large part on a rare kind of individual who has the aptitude, time and will to do the heavy, homework-laden lifting of your product. What's the ratio of gamer to DM? It might be written in places as 6/1, but to be fair that excludes all the gamers not getting games because they can't find a good and reliable DM who is willing to make the investment. I'm a DM for four groups at present, with two weekly and two monthly. All of them are broad campaigns involving a combination of home brew and published. I'm a writer and creator so it's kind of in my DNA to DM and I really have no interest in being a player outside of the very occasional one-shot death crawl. To the point of the thread, I don't know if there is a way to increase the amount of self-flagellating bastards like myself. You're kind of born with it, no? But for those who are suited but sitting out for various reasons, it may be worthwhile for publishers and companies to not just try and come up with tools that help facilitate running all kinds of styles of games (doffs cap to Sly Flourish) but also tools that cater to players so they become more of a draw to run games for. Role play guides, session checklists, and yes, suggestion of payment (I get paid by my monthly groups and "tipped" by my weekly groups). Money helps add energy to prep and performance, but nothing really gets me going like the passion of players to play. If you're just setting in for the ride while you watch TV and check your socials, maybe don't join a group. I am tired, and life gets in the way quite a bit. Still, I prep all the time because I like telling stories and envisioning scenarios and encounters that I know will thrill my players. I can't tell you how much relief I would feel if I knew my players were also working on becoming better, and allowing me to look forward to observing their role play and plan executions that allow me to breathe a bit and hand over the reins. Alas—and I blame video games in part—they're probably not thinking about the game at all until two minutes before, when they full expect me to have my sh*t together. [/QUOTE]
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