Game 1: GMing Dungeon Fantasy RPG
- Even when using a canned adventure, it is important to be able to improvise.
- If I can't grasp a player's ability to commit, I should not make any critical choke points depend on them, I think this might give more dependable players more "spotlight time," but whether this is unfair or not, I would risk saying that it is a totally fair natural consequence.
- I need to condition myself to take off my kid gloves; I do roll and play without fudging the numbers, but sometimes I make the opponents fight sub-optimally for a bit of generosity for the players. I think, in the end, this creates a problem -even if the players don't realize it- for myself; the players aren't winning despite the odds anymore. They are winning because the monsters and traps are inadequate to put them down.
Game 2: Playing a TL5 Fantasy Game
- It seems it is better to deal with problems early and directly than to let them fester. The gm's time is valuable; so is a player's. If the player is not having fun, it's better to talk it out.
- Quitting isn't a bad solution to a problem. Everyone else was having a good time, so it was apparent that the game wasn't for me. The GM was able to continue running the game successfully from there, so no issue, and I was able to use the new found free time to do other things that were more enjoyable.
Game 3: Playing another Fantasy Game
Game 4: Running a Post-Apocalypse Game
- "Let yes be yes and no be no." I mean, that's a big, important skill for any GM, and it's a sticking point for me continuously. I think if I had stuck to my guns a bit more about what I wanted from the game, I wouldn't have needed to abort so early.
- That said, it's probably better to plan as long as necessary before starting a game instead of starting and because a date was promised. Honestly, I don't think I have the time to devote to planning an adventure so much, so I probably shouldn't have even tried.
- Listen to gut instincts - I think during game 2 and 3, I realized that I was having problems, and I confronted them early. I think it seems harder when you are the GM to confront the problems early because there are a lot of people that depend on your commitment, but all the more, it makes it even more important to address it as early as possible instead of sitting on it, and letting things get worse.