Decided to delve into the alternative prompt bag today as I have never played in a non-dice system.
So, what makes me want to GM?
The fact is I GM due to need rather than preference.
For example, on Roll*20 even with its great diversity of players, I find it hard to find groups using text chat only. Be it Roll*20 constantly improving the app or that I am in the middle of a desert town in the UAE wherein the connection speed gets dicey, the audio and video options at this point slow everything waaaay down to the point where I can't play. Even when my connection doesn't act up, the next slowest player is bound to, and here we go again. So, I must use text chat only, and since I couldn't find any, I had to make one. This also goes for timings, game system and overall style. There are a lot of people who want to play...probably a lot who want to run...but I find it easier to have people come to me rather than trying to find the people.
At the live table I'm currently with, we've had rotating GMs and I didn't even get a turn this year (season runs Sept-July as most of us are expat teachers). That was okay by me as I like being a player more. That being said, GMing is fun and I think everyone should bite the bullet and do it at least one time. As players we're kinda greedy--take, take, take--when you GM a game you're giving. If you can manage a one-shot or guest appearance at the table for casuals who are interested and show them why you like the game then you're doing a real service to the hobby. I got to do this using my reworked Al Qadim game for D&D 5E. There was a guest at the table and I tried my best to give him something to do even if it wasn't exactly within the rules. Anyhow, he hopefully had fun with it, and may play some time in the future. If nothing else he gets to tick "played in an RPG" off of his nerd checklist.
I always mention proselyting for the hobby. I guess I'm stuck in the old mindset that a more experienced player will take a rookie into the group and maybe one day this rookie will keep the game going for more friends and family. It's a fun activity that helps with creativity, critical thinking skills, the three R's, and development of social skills--especially for those of us who are introverts, and it's worth growing. Fans of newer systems may argue with me, but I don't think you have a game without someone stepping up for GM. More of us who are very experienced--30+ years here--as players should be the ones to take the plunge. I think you'll find it just as enjoyable as your player experience and you'll be able to tick "ran an RPG" off of your nerd checklist.
So, what makes me want to GM?
The fact is I GM due to need rather than preference.
For example, on Roll*20 even with its great diversity of players, I find it hard to find groups using text chat only. Be it Roll*20 constantly improving the app or that I am in the middle of a desert town in the UAE wherein the connection speed gets dicey, the audio and video options at this point slow everything waaaay down to the point where I can't play. Even when my connection doesn't act up, the next slowest player is bound to, and here we go again. So, I must use text chat only, and since I couldn't find any, I had to make one. This also goes for timings, game system and overall style. There are a lot of people who want to play...probably a lot who want to run...but I find it easier to have people come to me rather than trying to find the people.
At the live table I'm currently with, we've had rotating GMs and I didn't even get a turn this year (season runs Sept-July as most of us are expat teachers). That was okay by me as I like being a player more. That being said, GMing is fun and I think everyone should bite the bullet and do it at least one time. As players we're kinda greedy--take, take, take--when you GM a game you're giving. If you can manage a one-shot or guest appearance at the table for casuals who are interested and show them why you like the game then you're doing a real service to the hobby. I got to do this using my reworked Al Qadim game for D&D 5E. There was a guest at the table and I tried my best to give him something to do even if it wasn't exactly within the rules. Anyhow, he hopefully had fun with it, and may play some time in the future. If nothing else he gets to tick "played in an RPG" off of his nerd checklist.
I always mention proselyting for the hobby. I guess I'm stuck in the old mindset that a more experienced player will take a rookie into the group and maybe one day this rookie will keep the game going for more friends and family. It's a fun activity that helps with creativity, critical thinking skills, the three R's, and development of social skills--especially for those of us who are introverts, and it's worth growing. Fans of newer systems may argue with me, but I don't think you have a game without someone stepping up for GM. More of us who are very experienced--30+ years here--as players should be the ones to take the plunge. I think you'll find it just as enjoyable as your player experience and you'll be able to tick "ran an RPG" off of your nerd checklist.
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