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Thread: Research: What Makes a GM Great?

  1. - Top - End - #35
    Firbolg in the Playground
    Join Date
    Oct 2011

    Default Re: Research: What Makes a GM Great?

    Quote Originally Posted by Haldir View Post
    This post has inspired me to add another trait to the list- managing player expectations.

    At a certain point you have to be flexible about story and characters. Limitin yourself because of some poor experiences and your excessively high bar is only denying yourself enjoyment.

    A Great DM can come into a game and help players understand what theyre gonna get out of a game, and that by necessity there will be different interpretations of elements.
    Excessively? No. Abnormally? Sure. Inconveniently? Absolutely. But not excessively.

    Some people enjoy (insert long list of niche pleasure, some of which are illegal). I have decades of experience testing just how high that particular bar needs to be in order to not utterly ruin my experience. You don't get to tell me what I enjoy.

    -----

    That said, I'll run with your word "manage", and parallel sentiment of great GMs having social skills, in saying that a great GM is like a great manager. Sure, it doesn't have to be you, but *someone* needs to get the group to work together in the way that's best for the group, and that's not done through inflexible adherence to cookie-cutter imbecility, but through starting with understanding the group in the first place.

    Or, at least, that's what my experience with managers (and, to a lesser extent, GMs) tells me.

    EDIT: in case it came off the wrong way / wasn't clear, I actually rather strongly agree with the notion that a great GM should "manage" the players. I may have different opinions of what that means for optimal management, though.
    Last edited by Quertus; 2019-06-11 at 10:05 PM.