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History of Post 356

  1. 2007-04-30 20:30:13

    See, I'm going to have to disagree. I think there are truly Bad GMs out there. A GM can be trying hard to really make sure that everyone is having fun, that the story goes smoothly, and that in the end everything works out. However, some people just do not have the knowledge, charisma, creativity, leadership and thick skin to be a GM. No matter how hard they try, or how much heart they have, being a GM just was not in the cards for them, and they really are a Bad GM.

    Now, defining a Good GM is always going to change based on the players. A Good GM, in my opinion, has to be able to, first and foremost, select the right players. I know it is hard to do, but if a GM assembles a player base that just cannot enjoy each-other's company, the game is doomed to failure (failure being another generically undefinable term). However, collecting the right player base sets the entire campaign on a positive path, and makes for future conflicts to be more readily resolved.

    From there, I think a Good GM is one who is able to deliver the content that players are asking for in a way that is mutually entertaining for all involved (including the GM). Beyond that generic definition, I feel that defining a Good or Bad GM comes from each specific player base, each specific game, and each specific session. Even having the same players and the same game, a GM needs to be a different person for every session, based on the current moods of the players and the direction of the story.

    but that's just my two cents. -Aeryn

  2. 2007-04-30 20:29:32

    See, I'm going to have to disagree. I think there are truly Bad GMs out there. A GM can be trying hard to really make sure that everyone is having fun, that the story goes smoothly, and that in the end everything works out. However, some people just do not have the knowledge, charisma, creativity, leadership and thick skin to be a GM. No matter how hard they try, or how much heart they have, being a GM just was not in the cards for them, and they really are a Bad GM.

    Now, defining a Good GM is always going to change based on the players. A Good GM has to be able to, first and foremost, select the right players. I know it is hard to do, but if a GM assembles a player base that just cannot enjoy each-other's company, the game is doomed to failure (failure being another generically undefinable term). However, collecting the right player base sets the entire campaign on a positive path, and makes for future conflicts to be more readily resolved.

    From there, I think a Good GM is one who is able to deliver the content that players are asking for in a way that is mutually entertaining for all involved (including the GM). Beyond that generic definition, I feel that defining a Good or Bad GM comes from each specific player base, each specific game, and each specific session. Even having the same players and the same game, a GM needs to be a different person for every session, based on the current moods of the players and the direction of the story.

    but that's just my two cents. -Aeryn