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What makes a bad GM?

Started by RPGPundit, March 04, 2008, 10:01:54 AM

Previous topic - Next topic

Zulgyan

I'll translate for the English speakers:

Que hago hablando en ingles?
What am I  doing speaking english?

Che, si me paso por Uruguay te aviso y jugamos un poco de rol.
Hey, if I pass through Uruguay I let you know and we can game a while.

Como consigo una copia física de "Foward to Adventure"?
How do I get a physical copy of "Foward to Adventure"?



Ok, I wish not to disrupt the on-going topic any more.

multipleegos

Well, if I may risk being a 'jack-off' and drawing your ire:

Because GMs like playing in other GMs games sometimes, too. If I ran every game I wanted run 'properly' myself, I would never be a player. And this has happened on occasion, actually.

Some people like that, you know, being GM all the time. Some people like the control. Like the Bad GM I'm complaining about.

That hockey dude sounds overbearing. Like he knows what's what about everything and has glib, clever solutions for everything, without considering that there might be alternatives. I wonder how to deal with people like that.

Quote from: HaffrungQuestion for people who have put up with shitty GMs:

Why didn't you GM yourself?

I've never understood the idea that players are captive to a GM they don't enjoy. If you think you know how to do better, then start your own campaign.

On the other hand, if you hate the way your GM runs the game, but you can't be bothered to run a game yourself, then you're just a jack-off. It's like the guy who complains about the hockey referee at his kid's game. You think you can do better, then you should become a ref. Or the guy who hates how the local gaming convention is run. Nothing stopping you from joining the convention committee.
Currently Running: Ambition's Shadow -- Amber DRPG Campaign

Role Versus Player! Visit my joint RPG blog at http://rolevplayer.com
Personal blog at http://multipleegos.com

RPGPundit

Quote from: ZulgyanComo consigo una copia física de "Foward to Adventure"?
How do I get a physical copy of "Foward to Adventure"?

You can order it from Lulu!

If you have some kind of difficulty with ordering from Lulu, you could get in touch with Flyingmice, who is my publisher, and maybe you could work something out one-on-one with him; Clash (that's his name) is a pretty accomodating guy.

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beejazz

Quote from: HaffrungQuestion for people who have put up with shitty GMs:

Why didn't you GM yourself?
I did. Rather, I was invited to a game thinking someone else was GMing and at the last second found out they were expecting me to do it. X_X.

So I cracked open the monster manual and started making up random rooms that made no logical sense. There were lots of little ways players could manipulate rooms in the dungeons... there were levers. I let them actually set up traps, which is a fun role-reversal for anyone willing to try it. I remember a player strapping dead kobolds to his feet to get across a burning hot iron bridge. There was squid grappling. I don't know how or why the soup kitchen showed up, but it was still one of the coolest fights I've ever run or played. It was two or three sessions of pure awesome. I started the players waking up from some kind of coma on the deepest level and fight their way out... because they didn't know the rules, everything seemed dangerous and they tried to outthink it and didn't realize just how much improvising I was doing... and the game petered out when one used his animal companion to scout ahead and they found out the dungeon entrance was up ahead... I guess they didn't want to leave? Anyway, it worked really well precisely because neither I nor my players really knew what we were doing at any given point.

Anyway, it was really the second game where things flopped. I tried to keep things interesting, but I did too much planning and a few of the PCs who did the really crazy things weren't there and it just kind of fizzled.

QuoteOn the other hand, if you hate the way your GM runs the game, but you can't be bothered to run a game yourself, then you're just a jack-off. It's like the guy who complains about the hockey referee at his kid's game. You think you can do better, then you should become a ref. Or the guy who hates how the local gaming convention is run. Nothing stopping you from joining the convention committee.
Again, I did what I could. If I GM again, it'll be because I'm itching to do it and so are the players. As it stands... I really want to play more before I run again.

That said... in the two games I've run, I found a few things out.

1)Planning isn't necessarily a good thing.

2)It's best (in my case) to assume a game will last three sessions. You can always find an excuse to continue later if folks are sad to see it go.

3)New players are excited about characters when you're messing around with them ("you can totally play as a robot cowboy!" "cool!") but that kind of cool wears off after one session. The stuff that people get psyched about is when you give them options (or let them improvise) at the table.