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TinkerGnome
post Apr 10 2004, 03:50 PM
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QUOTE (Red Mage)
What makes a good GM? An intense hatred for other people and a desire to do them harm but tempered with a fear of not getting caught. Someone with a desk job where they can devote a lot of time to painting miniatures and designing campaigns, security officers fill these requirements perfectly.

I was reading some 8-bit theater and I checked to see if there were any Red Mage articles I hadn't read. There were and I found this line as an answer to the first question. It's obviously in jest, but it does bring to light the age old question of what does it take to be a good GM. I like to think that I'm at least a descent GM (not great by any stretch), but what qualities take someone from descent to good or even to great?

[edit] This goes for Shadowrun in particular and relates to the recent thread on powergamed starting characters. For instance, does a good GM keep the power level balance by limiting cyber and 'ware? Does he let in everything? How about during play, does he enforce real world consequences (the troll with the assault cannon walking down the street, for instance) or let a lot slide to make the player's lives easier? [/edit]

I'd make this a poll, but there are too many possible answers.
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Ezra
post Apr 12 2004, 05:31 PM
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Sunday Gamer and McQuillan are speaking sense.
I have a few points to add to their original posts.

1 - The Ali G Factor : Keep it real. Everyone at the table should be rooting for the players, the GM included. I work on a system of "Truth and Consequences". A player who decides to stand up to a group of vampires, take a pot-shot at a bunch of Red Samurai or just throw a finger at Frankie "The Trigger" Motola, had BEST have the ability to see things through. Realism makes the game more enjoyable, and in every one of the scenarios above, the player in question is going to have to deal with the results. Blindly running across 4 lanes of the interstate during rush-hour can (and has before) result in an 18 wheeler broadsiding you.
Conversly, what happens to the players also happens to the NPC's. Realism.

2 - Your NPC's: When your players say things like "Johnny would never do that." OR "Johnny would rather have the Roomsweeper, leave the Predator for Frankie" when Frankie and Johnny are your NPC's....then you have made it. Find a sounding board. I normally get my girlfriend to listen to my plans and my NPC's. Answer questions about them....where are they from?....what do they think about Renraku?.....blah blah. Shadowrun 2nd Ed had Twenty Questions to flesh out a PC.....my NPC's are made to that mould. Obviously, not ALL NPC's need that attention to detail. Generic Goon #1 is expendable fodder, and is created as such.

3 - Fade to Greys: Sunday Gamer's movie analogy rocks. Any good movie doesn't focus only on the good guy. It is pointless watching our heroes fight their way through the bad goons, unless we know that the bad guy and his nefarious sidekick have a nuclear bomb ticking away. Suddenly the tension is real, suddenly there is more at stake than the next karma award. I start every session with a review (Normally told in as a narrative) of the last session, read out to my players. This cuts through all the "I need to find a glass for my Coke" shit that happens. The players focus, and thoughts are drawn into character. Then I do the "Fade to Grey's" These are little scenes for PLAYER knowledge only. They divulge something of what is going on around them. This can take the form of a dialouge between the Bad Guy and his sidekick "Finally Sidekick, the players are stumbling into my death trap! Yes yes oh evil one.....if only they knew that the sentry guns are set to fire inwards!" This knowledge is for the players, not their characters. It adds to the roleplaying experience for all concerned. The players are rightfully nervous before the big hit.....and you have the satisfaction of knowing that the players appreciate your plot.

4 - Planning. There is no substitute. I really love GMing.....and I spend hours planning each session. I run a 4 hour session once a week. On average I will spend about 10 hours planning for that session. This includes prepping my fade to greys, typing the review of the last session, anticipating the player's actions (and reviewing the rules I am going to need to use for their actions. NO sense in stumbling through a hot-wiring proceedure of a VTOL in heavy rain......rather have the modifiers at hand.) and of course, plot and NPC development.
Before a final session, or a milestone session in the campaign, I will typically spend about 15 hours planning for it.

GMing is a lot of work. Or rather.....good GMing is a lot of work. Personally, I regard roleplaying as my hobby. Some people play golf....I plan shadowrun campaigns. The finest reward I have ever recieved was after the finale of a year-long campaign I had run for 3 players. I concluded the run with a fade to grey which incorporated the epilouge to the tale. I finished reading, and looked up, expecting smiles from the players who had succeeded in the campaign. INstead, two were actually crying, and the third was blinking back tears and had an obvious lump in his throat. They were so wrapped up in the story that the final sacrifice of one of their friend NPCs and the subsequent failure of the Bad Guy had proven to be very emotional.
I could have asked for no greater accolade. :)
(Still my favourite session.)
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Posts in this topic
- TinkerGnome   What Makes A Good GM   Apr 10 2004, 03:50 PM
- - Phaeton   For one thing, not pissing off the players. I...   Apr 10 2004, 04:23 PM
- - Austere Emancipator   I have no idea. If I did, I wouldn't be as suc...   Apr 10 2004, 04:41 PM
- - Apathy   A good GM figures out what the players want to do,...   Apr 10 2004, 04:58 PM
- - Veracusse   A GM that just plays what the players want to play...   Apr 10 2004, 05:11 PM
- - L.D   A good GM must do one major thing: Make sure that ...   Apr 10 2004, 05:26 PM
- - Phaeton   QUOTE (Apathy) A good GM figures out what the play...   Apr 10 2004, 05:50 PM
- - BishopMcQ   I'll let my players decide, but I'd say I...   Apr 10 2004, 05:56 PM
- - blakkie   Good taste in snackfood.   Apr 10 2004, 06:01 PM
- - A Clockwork Lime   In my opinion, the only thing it takes to be a goo...   Apr 10 2004, 06:01 PM
- - Talia Invierno   I wish I could comment further on this, but as thi...   Apr 10 2004, 06:54 PM
- - Zazen   I see a good number of replies saying "don...   Apr 10 2004, 06:56 PM
- - CountZero   Don't over-nerf the characters, especially in ...   Apr 10 2004, 08:16 PM
- - Veracusse   I really agree with McQuillan, he seems to have a ...   Apr 10 2004, 08:31 PM
- - kerensky   To start with, create a narrative depicting a worl...   Apr 10 2004, 09:25 PM
- - TinkerGnome   Interesting comments, guys. I've been thinkin...   Apr 10 2004, 11:45 PM
- - Phaeton   QUOTE (TinkerGnome) Interesting comments, guys. I...   Apr 10 2004, 11:52 PM
- - Sunday_Gamer   I'm not big on blowing my own horn but since e...   Apr 11 2004, 03:59 AM
- - Phaeton   QUOTE (Sunday_Gamer) I'm not big on blowing my...   Apr 11 2004, 06:24 PM
- - Zazen   QUOTE (Sunday_Gamer @ Apr 10 2004, 10:59 PM) ...   Apr 12 2004, 04:04 AM
- - mfb   me. i make a good GM. if you're not me, make i...   Apr 12 2004, 04:19 AM
- - Stumps   QUOTE What Makes A Good GM Sex. Sex makes people....   Apr 12 2004, 06:39 AM
- - Arethusa   Man, so many jokes about 'Jesus saves...'   Apr 12 2004, 06:41 AM
- - Sunday_Gamer   In terms of note taking, I feel your pain. I...   Apr 12 2004, 07:10 AM
- - Zazen   Hmm, can you give me an example of a thread-based ...   Apr 12 2004, 07:39 AM
- - Arethusa   Basically, for ever solitary plot thread, you take...   Apr 12 2004, 09:54 AM
- - Sunday_Gamer   Arethusa pretty much has it, here I found an old n...   Apr 12 2004, 04:22 PM
- - Zazen   Ahh, I dig it. Thanks for the example   Apr 12 2004, 05:00 PM
- - Ezra   Sunday Gamer and McQuillan are speaking sense. I ...   Apr 12 2004, 05:31 PM
- - MrSandman666   You have achieved what I believe to be every GMs d...   Apr 12 2004, 06:07 PM
- - shadd4d   Planning time is probably one of the big problems....   Apr 12 2004, 06:16 PM
- - Sunday_Gamer   I will confess... I'm a free form ad lib ninja...   Apr 12 2004, 06:46 PM
- - lspahn72   QUOTE (Sunday_Gamer) 1) Think of it as a movie...   Apr 12 2004, 07:21 PM


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