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!
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