Good GMing
Oct. 1st, 2008 01:38 pmSo, GMs, where do you get your ideas? Actually that's not the question. What is actually involved in running a good game?
I want to run a game, or more to the point, want to get some other people to play and the only way I'll manage is by running it myself. Only thing is I have very little experience as a GM, and not a huge amount as a player, so I really don't know what's involved in making a game good. Railroading is bad but is anything resembling railroading totally out of the question? Is it a good idea to occasionally stick a signpost somewhere? If the GM throws a problem in the way should he have some idea of how to solve it? What should you do if the players suddenly decide that a piece of scenery is the key to the adventure? How do you balance difficulty? What do you do if the players are not proactive enough?
A lot of you guys are roleplayers so what do you think works and doesn't?
I want to run a game, or more to the point, want to get some other people to play and the only way I'll manage is by running it myself. Only thing is I have very little experience as a GM, and not a huge amount as a player, so I really don't know what's involved in making a game good. Railroading is bad but is anything resembling railroading totally out of the question? Is it a good idea to occasionally stick a signpost somewhere? If the GM throws a problem in the way should he have some idea of how to solve it? What should you do if the players suddenly decide that a piece of scenery is the key to the adventure? How do you balance difficulty? What do you do if the players are not proactive enough?
A lot of you guys are roleplayers so what do you think works and doesn't?