Wednesday, February 1, 2017
The Art of GMing (3/5)
Preparation is a must, but a good GM also needs to be able to lead. The GM is in charge of conducting the game, which, like a movie director or orchestral conductor, means that he calls the shots. Doing this without coming across as a dictator can be a challenge, so the GM needs to make sure the players still have the freedom to express themselves so they can enjoy the game. But player discussions can sometimes stray too far from the game and disrupt the experience, so a GM has to know how to manage things and know when to jump in and get everyone back to the game events. The GM also needs to manage arguments over rules, and do so in a way that seems fair to everyone. A movie director who can't manage his actors and keep them on task will never finish the movie, and a GM who can't manage and guide his players to stay involved in the game might end up losing frustrated players. If players just don't seem to be interested in the game, it could be the players, the game, the GM, or a combination of these reasons. The GM might need to adjust his gaming style for each group of players he works with. With all the Solar Echoes demo's I've run at conventions, every gaming group I've played with has been a different dynamic, and it's a fun challenge to see if I can adjust to each group in a way that can keep the experience fun for every type of player!