Now that I'm thinking about it, let's look at the GMing
styles of the people I
game with. (As an aside, I've been using my new Macally iKey keyboard
and Apple
Pro Mouse. Maybe this is just general RSI use, but the new keyboard is
not as
good as the Apple Extended Keyboard. The keys seem to require more
push,
especially the space bar, and they feel a bit too plastic-y. The Apple
Pro Mouse
seems a bit heavier than I'm used too and the button requires has a bit
too
much tension. You can adjust the button tension in three settings, but
the
difference between the least and most tension is not much, though
noticeable.
Back to the article).
We have one main GM, Eric. He's run half our games and at times has
been running
both Saturday games and a Sunday game. His GMing style is laid back.
Except in
his Erzo campaign, he reads the modules and presents them to the
players. They
can do whatever they want and he adjusts effortlessly. Eric is good at
subtle
long term plots, trying things together, and making it look easy. Only
he knows
how much work he actually puts into his games, but it doesn't look like
he's
stressing out at all and he makes GMing look easy.
Shannon is the second most prolific GM. He has run most of the last
three Ars
Magica campaigns, plus a Pendragon and half of another Pendragon
campaign.
Shannon puts a fair amount of work into his campaigns. He's really good
at
character subplots, at making us choose between different shades of
gray. Few
things are simple in his campaigns, and actions have consequences (much
more
obvious in Shannon's campaigns than Eric's). There have been times when
he's
taken the game too seriously, and he is disappointed when we don't
share his
enthusiasm for a campaign. Especially the Ars Magica campaigns which we
love
in the short term. But we run them into the ground and at the end of a
couple
of them we've only been playing because we don't want to break his
heart and
tell him we don't want to play anymore.
Dave Pickering has run one long term campaign: Star Wars. Plus he
occassionally
runs in the troupe-style campaigns. He's run a few Ars Magica
adventures and
one Boothill adventure. In the Star Wars campaign, what became evident
is that
Dave runs a realistic universe. Everything just sort of flows from a
universe-
view where the PCs aren't special. It just seems like he's style is to
run
a mechanistic campaign. Towards the end of Star Wars I had a hard time
finding
a soul to the campaign. It looked like he was going through the
motions. He is
never all that emotionally when running so that rubs off on me and the
campaign
looks a bit grayer than it should be.
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Dave Woo has run an adventure or two. Nothing sticks out
about his GMing style.
Chris has run a few adventures. What sticks out is that his main
villain must
not die prematurely. We joke about the vampire that wouldn't die, but
Chris has
that tendency. Before the GURPS campaign Dave Sweet ran a Call of
Cthulhu
campaign and a BRP campaign in his own world, neither of which ran more
than
a couple of weeks. In those two I think he was trying to push his
worldview
too much on us (especially the BRP one which was supposed to follow the
plot
of the book he will one day finish writing).
I don't think Donald has ever run an adventure for us. I hear he ran a
Star
Wars campaign for some coworkers. Billy ran a few Ars Magica
adventures. Lots
of detail and research, very medieval flavor courtesy of his wife.
Billy runs
a good adventure as long as he doesn't get mad because the players are
being
too obstreperous. Eric Fulton hasn't run anything yet. It's doubtful
he'll be
able to run anything other than an occassionally adventure or two
because he
doesn't show up that often.
As for myself, I've gone into this before. I tend to be rules light,
making
things up as I go along. I also change the rules so that the universe
comes
out the way I want it to -- the rules are there to channel the players.
I'm
way too nervous before a game and stall shamelessly. I also believe in
running
a dramatic universe, where the characters are the heroes, rather than a
realistic universe where the characters are just people with better
skills and
powers. I like detailed combats, good looking NPCs, and PCs who don't
try to
abuse the rules and try to flow with the spirit of the campaign. I'm
trying to
tell a story and the players are just getting in my way.
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