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#11 | |
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Join Date: Sep 2004
Location: Medford, MA
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Quote:
I am a good GM. And historically, I was one of those GMs who followed all the rules without alteration and never introduced house rules. But you know what? That didn't make me a good GM. I only became a great GM when I embraced Rule 0 and started making some choices about what would and wouldn't be happening in the game. I credit GURPS, with its modularity, back in 1988, with starting me down the path of not just being the person who executes what is written down, but who actively shapes the experience, thus coming to know myself and the players, and thereby being able to achieve greatness. I want to say, that I have had very few bad GMs--and I've been gaming in many different places, with many different people, for decades. I've had some GMs that weren't to my personal taste, though I imagine they would be to the taste of some others, but very few bad GMs...and even fewer abusive GMs. And those people? I stop playing with. That said, the bad GMs I had? Maybe one or two were amplified by the arbitrary use of rules changes to "Gotcha"---but most were bad because they made no choices about rules...because they didn't follow Rule 0. Everything was as was presented in any and every book. I have been in way too many unsuccessful D&D3.5 games where every supplement was available, because they were official...where we players could do whatever we wanted...because it is in the rules...and the GM did whatever was written in the module...resulting in a terrible mess. Giving the GM authority doesn't make GMs bad. And anyway, in my time of gaming, the worst people I've had to deal with around the table weren't bad GMs, but bad players. |
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| Tags |
| game mastering |
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