>>45350002 Cracking jokes ABOUT racism, not racist jokes. There's a difference. Also why does my preference upset you to the point of waving your finger at me while wildly proclaiming "LE REDDIT BOOGYMAN"? What kind of game would you prefer?
>>45353001 No. Nothing can improve Wick. https://en.wikipedia.org/wiki/Kola_Superdeep_Borehole You see this? This is the deepest man has ever dug. And it still wouldn't be deep enough to reach Wick's head in his ass to try pulling it out.
>Try to GM for /tg/ >Flakes everywhere >Have to go through hordes of shitty roll20 players to try to find non-flakes because the last five fucking gamefinder threads keep giving me flakes and I have started to realize all the players in those threads are the same goddamn people
No one to blame but yourself /tg/. You've driven me to this.
>>45349861 >Be me >GM for the first time >DnD for the the first time >Me and one dude >I make a very short dugeon crawl >Player does nothing I imagine him to do >Furiously try to make up shit as I go >Some inn burns down >I manage to crack an ingame joke via the bartender by referencing the past actions of the PC's character >I AM GOD >kill player with too hard encounter DMing is fucking hard. WHy would anyone willingly want to do this shit, unless you have some sick MLP fantasy land and you need an outlet?
>>45353953 >>kill player with too hard encounter Please clarify: was it too hard on purpose or was it accidental?
Regardless, here's how gaming groups work when they're doing well.
Option A: you have players /beforehand agree/ that they are on the rails and they are not going to stray off them. There's a tower, there's monsters in the tower and a princess on top and they're saving her. You map out and stat out the tower and inhabitants. Players still have freedom in how to engage the tower, how to tactically cut their way through the monsters and so on.
Option B: you are capable of winging everything on the go and you do so. They players provide you with plenty of input through curiosity about the world for you to hook quests on.
If the sides of players and GM are not in sync or they are unable to provide their end of the bargain (i.e. players go off the rails when the GM can't whip shit up; or when GM is ready to whip shit up and they just go "uh iduno wat do"), then the group will have a bad time.
Now, for the WHY? Because some people want to dump their creativity into a world and see how others interact with it through their own creativity. Or just because no one else will.
>>45349861 Honestly, I am sick of the usual "story teller" DM archetype. The way I run my group is from the standpoint of a supreme deity, that is interested in fucking around with people in subtle ways and raising the ante to nigh impossible levels of threat, that require more than just "roll initiative and then dice-off". My group was questioning the speed, by which they managed to procure gold to purchase items and accessories, thinking I'm stupid enough to hand them this much power. Soon enough, the gold turned out to be alchemical counterfeit and they had many, many different organizations, sworn to collect the debt by force. Thus, they had to commit a nigh impossible feat at lvl.6 to not only survive, but become heroes in their own right and have to deal with the repercussions of fame and the tall tales that further boosted their reputation. This led to them being forced upon more and more dangerous tasks, forging a cunning and ruthless group that would potentially be strong enough to complete the destiny I set before them. I never railroaded them and always kept their options opened, until they would screw up royally, like most PCs tend to do. How do you kill the Lich Queen of the Githyanki at lvl.6 without plot armor or special mcguffins? Proper motivation. No dungeon crawls, no fetch quests and no shitty escort missions.
>>45349861 I imagine the best GM is probably the GM with the most versatility rather than being good in one field. A guy who can look at a group, figure out what they want to play, and make it enjoyable whether it's a magical realm rapefest or a deep space opera intrigue story.
I knew an old GM I used to play with who was literally one of the best GM's I've ever seen.
He had played just about every RPG under the sun several times. He got requests from Chris Birch and the like to be silvershields for Modiphius but he turned them down.
I knew for a fact he could switch between many different settings and styles of GM but when my group played with him, it was like having Terry Wogan combined with the narrator from Hitchhikers guide to the galaxy radio broadcasts.
His grandson died of cancer a few years back and he died shortly after, rest in piece Archie.
>found my DnD crew online >we all live in different nations but still get together to play >not all of us make it all the time because life happens, but we try our damndest >tfw my time with them on Sundays is one of the best I have consistently
>>45353242 Is it really that bad? I was thinking of trying to get in a second game through those threads...
My GM might be in the top 10% of GMs if he didn't try so hard to make every climax of every campaign he runs completely soul crushing.
Abbreviated explanations that might sound shitty on paper but with full context are better then they sound.
>Campaign 1: The artifact that we need to activate to save the world will destroy the party member who uses it. >Campaign 2: The mentor characters who became good friends with our party and raised us from childhood and made heroes of us are killed before our eyes by the big bad who had been manipulating our father figure and us into acting to further his own ends this entire time. >Campaign 3: In order to break a seal that seemed otherwise unbreakable each of us needed to sacrifice a friend NPC. Incidentally he had been working very hard in that campaign to see to it that these NPCs had a bigger spotlight than usual and encouraged us to take the leadership feat. We could have walked away but none of our characters knew if we'd get another chance or if there even was another way. >Campaign 4: The natural inclination of this world was to be evil. The government controlled through drugged food. Our characters for various reasons stopped eating the food. Our later goal to liberate the people from this thought control slowly created a darker and more miserable world as we continued to succeed at this quest.
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