Another Take on GMing Types | Gnome Stew – The Game Mastering Blog
This is so me! I love to tell a good story.
This GM has a story to tell starring the players. They take care in crafting an elaborate story with multiple plot lines, and twists.
- The Good – the story that the GM creates can be pretty amazing, and make for a memorable campaign.
- The Bad – the GM cannot let player’s actions ruin the story, and it can turn into a railroad.
I don’t always have complex plots and twists, but I do like to set things up that give the players the option to really dig into the role play.
Yeah, this is my other thing. I have a world that I have built. I use it in both my writing and my GMing. I have woven so many stories into this world that I know it really well. This setting gives a complex political back drop to play a game in.
This GM is about creating amazing and detailed worlds complete with: cultures, holidays, greeting customs, etc. They spend hours outside of the game crafting all manner of details of the world. They often have elaborate homebrew games. (I don’t home brew. I run modern as is)
- The Good – this GM creates rich settings that draw you into the world of the game. You feel like you are there.
- The Bad – this GM is too focused on showing you the world and you are on a sightseeing trip, with too much exposition about the world before getting to the action.
I think that I do pretty well as a GM. I think that my real short coming is that I suck a learning the rules. So, I won’t run much beyond Modern. But I can, if the players want me to and there is no one else to run it.
Do you GM? If so, what’s your style? Do you think there’s a style that they missed?