Hidden 10 yrs ago Post by Gwazi Magnum
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Gwazi Magnum

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GM's can be replaced though, and players could just keep roleplaying even if the GM wishes it closed.
In other words...

"OOC conflict today, player vs player PM wars. The GM is afraid of us. We have seen their true face. The OOC are extended arguments and full of yelling and when the hurt feelings finally scab over, the GM will lose hope. The accumulated slowness of all the GM's un-interest and absentees will foam up at their waist, and the GM will look up and shout 'End the RP!' and the players shall whisper 'No.'".
Hidden 10 yrs ago Post by Cath
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Cath So this is what we're up against...

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And that's when the competency of the GM is called into question.
Hidden 10 yrs ago Post by Gwazi Magnum
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Gwazi Magnum

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Not really, a competent GM is determined by their ability to keep players getting along (generally, there are troublesome players that can mess things up), how well they keep RP's alive and/or how well the players like them. A GM isn't competent for how quickly an RP dies off without them. In fact it would take a pretty skilled GM to be able to set up an RP that was originally GM dependent but leave it in a state where if they were ever absent the RP would still function fine on it's own.

It would mean the GM was able to establish a system or loyalty among the players to keep things going a certain away even without their presence. And if say the GM leaves, the RP is dying but another player takes over and starts it again it's not suddenly that the first GM was bad but more likely the second GM was good enough to revive what was formerly thought to be a dying RP.
Hidden 10 yrs ago Post by Brovo
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Brovo

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Uhh... As a GM, I can confidently say a GM's job is to run a role play. That's it really. A GM can run it any way they want to, even. Whether that is being a punishing, railroading, ineffectual, overly emotional, GMPC abusing twat, or a benevolent, creative, open minded, equality-focused Vulcan makes them no more or less GM's.

For instance, a GM of a nation RP is intrinsically different than a traditional small group rpg GM. Players control and create the nation's, the GM usually just runs the system and keeps track of the numbers. Verses the small group RPG GM. Who typically controls the nations and worlds in the RP, while the players control one, sometimes two or three characters.

As for player management, such as approval, or handling fights, again, up to the individual GM to run the game how they wish to, Gwazi. We are just offering the best options and advice we can. Such as if Rp X comes to a standstill, then it is up to you to decide if you have given up on it or not. That's all.
Hidden 10 yrs ago Post by Gwazi Magnum
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Gwazi Magnum

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I'm trying to say what define's a GM period, I'm trying to clarify what defines/seperates a good GM from a bad one. And at the same time also get the point across than an RP isn't dead just because the GM gives up on it. I've been in RP's where that's happened and it's stayed well alive afterwards.

And obviously what makes a good or bad GM varies on the kind of RP you're using. Though I will say this, GM's who have not been able to become liked or respected by their players tend to be ones whose days are numbered until either their RP dies or until someone else get's the players favor enough to take over as the GM.
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