This post is part of a series of answers to the Reverb Gamers 2012 blogging prompts (full list in PDF format here).
REVERB GAMERS 2012, #13: Who’s the best GM/storyteller/party leader you’ve ever had? What made him/her so great?
I’ve only had one long-term GM and five different GMs for shorter games (as in, one or two sessions at most) with another GM running a few several-session games. It is the long-term GM that is my favourite.
He had his faults, sure: he sometimes stomped down ideas that he didn’t agree with even if we thought they were cool, and he would not always accurately describe the world accurately (as in, stuff our characters would obviously know was sometimes withheld for us, the players; even basic sensory things sometimes), and he often didn’t know and/or forgot important rules.
Those were the downsides; they were far outweighed by all his other skills and the incredible amounts of fun we had playing his games. Every session was exciting and had something new and interesting, even when we were just shopping or planning.
We planned a war in one session using an elven crystal mediation chamber where we could create dream worlds and try out our plans in that safe environment. It was also fun for my druid to just make forests and run through them with dream animals. I also got to flip through a “Monster Manual” I conjured up in the dream world and each page I turned the monster appeared in the dream and I could try to learn about it to summon it later for battle.
This GM played fast and loose with the rules (D&D 3.0) which I liked most of the time. As I was just learning the rules and reading up on them myself he often let me help out in combat, moving monsters etc. and I was able to check and correct any important rules he missed, which helped us both.
I restatted a character a few sessions in, with the GM’s permission, and carried on like nothing had happened. Not everyone would do that. I had a few chances to mini-GM during his games too, and lots of chances to talk with my party members in character. I really valued these times.
This GM also let us do cool things that made our characters shine or added to the story, even if the rules didn’t strictly allow it. He had interesting stories and so much of the game was about our characters. It really ended up as a story that nobody else could have had. It was personalised and that made it great.
He was also great with voices and characterisation of monsters and people. I still remember the facial expressions of the little yellow guys peeing in the sewer who popped into goop when we poked them. He was the GM of the game in which I played as my favourite character ever, Trent Hawkins, and he made me feel like my character was famous and respected. In the two year-long campaigns I had four characters, and other than the short-lived rogue (less than a session), I felt that he helped bring my characters to life.
Actually, even the rogue carried on, his only-works-extremely-rarely cloak of invisibility was kept by the party for the rest of the adventure and once activated while we were using it to cover our faces from the noxious fumes in some wizard’s lab. It was that sort of brilliance – we had mostly forgotten about the cloak – and just the energy he ran games with that made it so fun. He was excited about our characters and for the game and the world and that was infectious.
Now as I type this I know that I’m still learning from him even though it’s been 8+ years since I’ve played with him. I try to keep those games in mind and use my creativity to surprise and delight players, while being fans of the characters and bringing infectious excitement to the table.
If you know a good GM let the world hear about it on Hell Yeah, Gamemasters. Looks like the site’s been inactive for a while I’ve enjoyed reading the stories there. It could use some more submissions.
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