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	<title>Comments on: Where Does The GM&#8217;s Fun Come From?</title>
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		<title>By: LordVreeg</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2872</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Fri, 07 Nov 2008 16:09:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2872</guid>
		<description>As good a question as one could ask.  Why do we do this?

And there have been a number of answers that seem to resonate with me.  The ego thing is useless to deny here, and the comment about the Jazz band is also something that works with me.

I think the World-building part is huge as well.  This stupid campaign is a quarter-century endeavor, so some of the older players have helped write much of the narrative, and some of the playing areas are like novels to me now.

Plotting is huge high.  The Dreadwing Story arc (and the Vampyre Servant sub-arc) has been going on for over a decade, and the PC&#039;s are just getting to some of the good parts plotted out a decade ago.  I don&#039;t think I realized at the time how long that was going to take, and there have been twists that I did not expect, but there are few things as satisfying as when the players have one of those totally immersed, &quot;AH-HA!!&quot; moments, when they discover a true piece of the puzzle.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2872&#039;,&#039;LordVreeg&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>As good a question as one could ask.  Why do we do this?</p>
<p>And there have been a number of answers that seem to resonate with me.  The ego thing is useless to deny here, and the comment about the Jazz band is also something that works with me.</p>
<p>I think the World-building part is huge as well.  This stupid campaign is a quarter-century endeavor, so some of the older players have helped write much of the narrative, and some of the playing areas are like novels to me now.</p>
<p>Plotting is huge high.  The Dreadwing Story arc (and the Vampyre Servant sub-arc) has been going on for over a decade, and the PC&#8217;s are just getting to some of the good parts plotted out a decade ago.  I don&#8217;t think I realized at the time how long that was going to take, and there have been twists that I did not expect, but there are few things as satisfying as when the players have one of those totally immersed, &#8220;AH-HA!!&#8221; moments, when they discover a true piece of the puzzle.
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		<title>By: penguin133</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2871</link>
		<dc:creator>penguin133</dc:creator>
		<pubDate>Fri, 07 Nov 2008 15:42:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2871</guid>
		<description>Doc, your post above is precisely what I love in the storytelling. I had a semi-roleplaying Western Skirmish campaign some years ago which I ran interspersed with a similar Pirate one, and one of the greatest series of games we ever had was when our Western &quot;Selves&quot; went to turn of the Century Mexico looking for the treasure buried by our &quot;Pirate Ancestors&quot;! Heavens to Murgatroyd, we had just about everything in there, Aztec survivors, Undead pirates (Thank God for Silver bullets!) and a werejaguar, as well as sundry Pistoleros and marauding Comanche! But the combination of both stories into one made the whole thing truly unique, and gave an added Dimension to the passing of information, you could tell a guy something he had heard from his grandparents about Great Uncle Buck, etc! Also the players could throw the occasinal spanner in the works trhemselves.
Added a whole new layer to the Roleplaying!
Ian&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2871&#039;,&#039;penguin133&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Doc, your post above is precisely what I love in the storytelling. I had a semi-roleplaying Western Skirmish campaign some years ago which I ran interspersed with a similar Pirate one, and one of the greatest series of games we ever had was when our Western &#8220;Selves&#8221; went to turn of the Century Mexico looking for the treasure buried by our &#8220;Pirate Ancestors&#8221;! Heavens to Murgatroyd, we had just about everything in there, Aztec survivors, Undead pirates (Thank God for Silver bullets!) and a werejaguar, as well as sundry Pistoleros and marauding Comanche! But the combination of both stories into one made the whole thing truly unique, and gave an added Dimension to the passing of information, you could tell a guy something he had heard from his grandparents about Great Uncle Buck, etc! Also the players could throw the occasinal spanner in the works trhemselves.<br />
Added a whole new layer to the Roleplaying!<br />
Ian
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		<title>By: DocRyder</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2869</link>
		<dc:creator>DocRyder</dc:creator>
		<pubDate>Fri, 07 Nov 2008 04:08:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2869</guid>
		<description>I personally enjoy the word building a lot, but I think best thing I&#039;ve done as a DM/GM/ST is the storytelling element. I think my best game was a past-life regression in a Mage the Ascension game in which we never picked up a die. I created ties for my players present day characters in the Victorian era that explained their relationships and had them totally hooked. It was stellar, and I&#039;m hoping to someday have another moment that good.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2869&#039;,&#039;DocRyder&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I personally enjoy the word building a lot, but I think best thing I&#8217;ve done as a DM/GM/ST is the storytelling element. I think my best game was a past-life regression in a Mage the Ascension game in which we never picked up a die. I created ties for my players present day characters in the Victorian era that explained their relationships and had them totally hooked. It was stellar, and I&#8217;m hoping to someday have another moment that good.
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		<title>By: Eclipse</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2860</link>
		<dc:creator>Eclipse</dc:creator>
		<pubDate>Thu, 06 Nov 2008 05:01:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2860</guid>
		<description>I loved your plane analogy, and oftentimes, I also feel the challenge of keeping things in control when they want to spin out of control is one of the fun parts of running a game.

I also like entertaining people, but the main motivation is because I have a story to tell, and gaming is the best medium for me to tell it. This is because I always have big ideas, and no idea how to fill in the little pieces. The players fill in those vital missing pieces, and build up the story while I gently guide it along. 

Of course, the players also have a habit of changing it, but I expect that and it&#039;s one more thing that makes it fun, because even I don&#039;t know the ending, and that keeps me hooked on the story as well.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2860&#039;,&#039;Eclipse&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I loved your plane analogy, and oftentimes, I also feel the challenge of keeping things in control when they want to spin out of control is one of the fun parts of running a game.</p>
<p>I also like entertaining people, but the main motivation is because I have a story to tell, and gaming is the best medium for me to tell it. This is because I always have big ideas, and no idea how to fill in the little pieces. The players fill in those vital missing pieces, and build up the story while I gently guide it along. </p>
<p>Of course, the players also have a habit of changing it, but I expect that and it&#8217;s one more thing that makes it fun, because even I don&#8217;t know the ending, and that keeps me hooked on the story as well.
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2857</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Wed, 05 Nov 2008 23:57:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2857</guid>
		<description>I like making people happy. Running a good game makes people happy. 

I&#039;m also a storyteller, in the oldest sense. I don&#039;t care what story my game tells, so long as it&#039;s a good one. Anything the players do makes me happy, as long as it makes the story better, and if it doesn&#039;t, then I&#039;ll just have to tell the story a little differently. When I hear the players telling the story to other people out of game, it makes me really happy. We did that - we created a story worth telling. What could be better?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2857&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like making people happy. Running a good game makes people happy. </p>
<p>I&#8217;m also a storyteller, in the oldest sense. I don&#8217;t care what story my game tells, so long as it&#8217;s a good one. Anything the players do makes me happy, as long as it makes the story better, and if it doesn&#8217;t, then I&#8217;ll just have to tell the story a little differently. When I hear the players telling the story to other people out of game, it makes me really happy. We did that &#8211; we created a story worth telling. What could be better?
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		<title>By: penguin133</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2856</link>
		<dc:creator>penguin133</dc:creator>
		<pubDate>Wed, 05 Nov 2008 20:54:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2856</guid>
		<description>I like to play, but enjoy DMing more, for the reason that I love to create the World, the story, etc., etc. I also love the challenge of having to think faster than the players, to answer their queries and persuade them to go on suspending thier disbelief while collectively enjoying the game! As Telas puts it, I also like the challenge of providing a fun game. The epitome of fun for me is to make sure I DON&#039;T actually kill anyone, but make them BELIEVE you are going to! As the ancient Chinese curse supposely says, &quot;May you live in interesting times!&quot; Keep them hopping about, never quite knowing what is going on; that is the challenge for me, to make it a challenge for THEM&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2856&#039;,&#039;penguin133&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like to play, but enjoy DMing more, for the reason that I love to create the World, the story, etc., etc. I also love the challenge of having to think faster than the players, to answer their queries and persuade them to go on suspending thier disbelief while collectively enjoying the game! As Telas puts it, I also like the challenge of providing a fun game. The epitome of fun for me is to make sure I DON&#8217;T actually kill anyone, but make them BELIEVE you are going to! As the ancient Chinese curse supposely says, &#8220;May you live in interesting times!&#8221; Keep them hopping about, never quite knowing what is going on; that is the challenge for me, to make it a challenge for THEM
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2851</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 05 Nov 2008 17:14:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2851</guid>
		<description>It sounds terrible, but GMing is a bit of an ego thing for me.  I like being in charge of a group.  I enjoy the satisfaction of providing a fun and challenging game.  I like being the dealer in a card game, as it were.

In addition, there&#039;s a bit of a kick from knowing what&#039;s going to happen, and savoring it as it happens.  It&#039;s almost like Greek tragedy; everyone knows the story, but the enjoyment lies in watching it unfold.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2851&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>It sounds terrible, but GMing is a bit of an ego thing for me.  I like being in charge of a group.  I enjoy the satisfaction of providing a fun and challenging game.  I like being the dealer in a card game, as it were.</p>
<p>In addition, there&#8217;s a bit of a kick from knowing what&#8217;s going to happen, and savoring it as it happens.  It&#8217;s almost like Greek tragedy; everyone knows the story, but the enjoyment lies in watching it unfold.
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2847</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Wed, 05 Nov 2008 12:50:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2847</guid>
		<description>&lt;a href=&#039;#comment-2845&#039; rel=&quot;nofollow&quot;&gt;@Vampir&lt;/a&gt; - 

Well, it&#039;s Chris, really, but our circle needed a way to distinguish all the Chrises we know. :P

Another part of the GM&#039;s fun is watching the players make a bad decision without any way of knowing it&#039;s a bad one. I had a campaign in which the players needed to hide an NPC. They had a map of the city with something like 80 locations on it, and they decided to hide her in the one place I&#039;d already predetermined would be destroyed by a *meteorite* at the end of the day.

I had to show them my printouts to convince them I wasn&#039;t making it up.

(But like I said, they couldn&#039;t have known it was a bad decision, so they were eventually able to find her. It was still a priceless moment of panic.)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2847&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-2845' rel="nofollow">@Vampir</a> &#8211; </p>
<p>Well, it&#8217;s Chris, really, but our circle needed a way to distinguish all the Chrises we know. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Another part of the GM&#8217;s fun is watching the players make a bad decision without any way of knowing it&#8217;s a bad one. I had a campaign in which the players needed to hide an NPC. They had a map of the city with something like 80 locations on it, and they decided to hide her in the one place I&#8217;d already predetermined would be destroyed by a *meteorite* at the end of the day.</p>
<p>I had to show them my printouts to convince them I wasn&#8217;t making it up.</p>
<p>(But like I said, they couldn&#8217;t have known it was a bad decision, so they were eventually able to find her. It was still a priceless moment of panic.)
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		<title>By: Vampir</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2845</link>
		<dc:creator>Vampir</dc:creator>
		<pubDate>Wed, 05 Nov 2008 09:08:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2845</guid>
		<description>If your name truly is Krzysztof, that&#039;s one funny coincidence that we like GMing the same way...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2845&#039;,&#039;Vampir&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>If your name truly is Krzysztof, that&#8217;s one funny coincidence that we like GMing the same way&#8230;
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		<title>By: DarthKrzysztof</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2843</link>
		<dc:creator>DarthKrzysztof</dc:creator>
		<pubDate>Wed, 05 Nov 2008 04:01:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2843</guid>
		<description>I think the most fun I have is along Vampir&#039;s lines - changing my plans to fit the players. In fact, I like to leave the unimportant stuff undefined so I can fill it in with their ideas as we go. (We have short, weekly sessions, so it&#039;s pretty easy for me to do this.)

Example: Our planewalking heroes got mixed up with a refugee NPC who fled his homeworld because &quot;things were gettin&#039; bad there.&quot; That was all that was important, so I left it at that.

Eventually it became clear that the PCs would end up going to that homeworld, so I&#039;d have to figure out what the trouble was. During one of our sessions, the group found a great, dark shaft in the Underdark, and one PC mentioned that it looked like something a &quot;chained god&quot; would rise out of. The refugee NPC, who was there, started muttering about the cult of Vecna (that being a phrase often used to describe Vecna).

So that world&#039;s overrun by undead. Problem solved. Thanks, player!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2843&#039;,&#039;DarthKrzysztof&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I think the most fun I have is along Vampir&#8217;s lines &#8211; changing my plans to fit the players. In fact, I like to leave the unimportant stuff undefined so I can fill it in with their ideas as we go. (We have short, weekly sessions, so it&#8217;s pretty easy for me to do this.)</p>
<p>Example: Our planewalking heroes got mixed up with a refugee NPC who fled his homeworld because &#8220;things were gettin&#8217; bad there.&#8221; That was all that was important, so I left it at that.</p>
<p>Eventually it became clear that the PCs would end up going to that homeworld, so I&#8217;d have to figure out what the trouble was. During one of our sessions, the group found a great, dark shaft in the Underdark, and one PC mentioned that it looked like something a &#8220;chained god&#8221; would rise out of. The refugee NPC, who was there, started muttering about the cult of Vecna (that being a phrase often used to describe Vecna).</p>
<p>So that world&#8217;s overrun by undead. Problem solved. Thanks, player!
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2842</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Tue, 04 Nov 2008 22:25:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2842</guid>
		<description>MICHAELKATZ - I should have been more clear. The GM is the only person at the table who gets to set the overall tone and mood of the game. Players can push boundaries, and a good GM will accommodate that style of play when appropriate, but only the GM can say from the beginning to the end that the game is striving for &quot;X&quot;. The GM has to get buy-in from the players, and then there is a lot of work to be done to follow-through with that plan, but the GM really does set the tone for a game.

Of course, a group of players pushing the game in a certain is a cue to the good GM to change gears and put his or her personal plans aside.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2842&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>MICHAELKATZ &#8211; I should have been more clear. The GM is the only person at the table who gets to set the overall tone and mood of the game. Players can push boundaries, and a good GM will accommodate that style of play when appropriate, but only the GM can say from the beginning to the end that the game is striving for &#8220;X&#8221;. The GM has to get buy-in from the players, and then there is a lot of work to be done to follow-through with that plan, but the GM really does set the tone for a game.</p>
<p>Of course, a group of players pushing the game in a certain is a cue to the good GM to change gears and put his or her personal plans aside.
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		<title>By: Fang Langford</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2840</link>
		<dc:creator>Fang Langford</dc:creator>
		<pubDate>Tue, 04 Nov 2008 16:39:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2840</guid>
		<description>Oh, no.  I just like to screw with people&#039;s heads.  lol.

Fang Langford&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2840&#039;,&#039;Fang Langford&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Oh, no.  I just like to screw with people&#8217;s heads.  lol.</p>
<p>Fang Langford
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		<title>By: michaelkatz</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2839</link>
		<dc:creator>michaelkatz</dc:creator>
		<pubDate>Tue, 04 Nov 2008 16:28:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2839</guid>
		<description>I&#039;d have to disagree with &quot;you can’t have that kind of a moment as a player.&quot; When I play the fun I get can also be likened to landing the on-fire 747. Generally the best moments are when you&#039;re down to your last hit point, last spell, and the fate of the world hangs in the balance, and somehow you pull out some cool stunt that stops the bad guy before it all crumbles around you. Maybe a little denouement of escaping the evil tower that suddenly starts to crumble as you escape. 

In that metaphor, it&#039;s the DM&#039;s challenge to bring you down to that point... i.e. starting a fire on the plane and making sure there&#039;s just enough gas to get to the landing strip.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2839&#039;,&#039;michaelkatz&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;d have to disagree with &#8220;you can’t have that kind of a moment as a player.&#8221; When I play the fun I get can also be likened to landing the on-fire 747. Generally the best moments are when you&#8217;re down to your last hit point, last spell, and the fate of the world hangs in the balance, and somehow you pull out some cool stunt that stops the bad guy before it all crumbles around you. Maybe a little denouement of escaping the evil tower that suddenly starts to crumble as you escape. </p>
<p>In that metaphor, it&#8217;s the DM&#8217;s challenge to bring you down to that point&#8230; i.e. starting a fire on the plane and making sure there&#8217;s just enough gas to get to the landing strip.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('2839','michaelkatz'); return false;">Reply</a> </div>
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2838</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 04 Nov 2008 16:25:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2838</guid>
		<description>I like reacting to the choices players make, building a world that everyone comes to understand (and successfully predict), and creating challenges for friends to overcome.

Much like a player though, different games scratch different itches as a GM. Producing PTA required a lot of on the spot improvisation, constant attention to pacing and conflict. My 3.5e game, on the other hand, is about creating fights that scare the players into thinking they&#039;re overmatched, then watching them succeed with panache.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2838&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like reacting to the choices players make, building a world that everyone comes to understand (and successfully predict), and creating challenges for friends to overcome.</p>
<p>Much like a player though, different games scratch different itches as a GM. Producing PTA required a lot of on the spot improvisation, constant attention to pacing and conflict. My 3.5e game, on the other hand, is about creating fights that scare the players into thinking they&#8217;re overmatched, then watching them succeed with panache.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('2838','Scott Martin'); return false;">Reply</a> </div>
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		<title>By: DeadGod</title>
		<link>http://www.gnomestew.com/crock-pot/where-does-the-gms-fun-come-from/comment-page-1#comment-2836</link>
		<dc:creator>DeadGod</dc:creator>
		<pubDate>Tue, 04 Nov 2008 15:30:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=1640#comment-2836</guid>
		<description>A lot of my fun comes from entertaining others.  I derive a lot of joy out of providing escapism for others.  I guess the act of providing others with escapism is also a form of escapism for me.

Secretly, though, my favorite part of GMing is when I throw the players a twist.  Its like a practical joke or a magic trick.  You construct the environment, provide just enough information, get them to think they know what is going on, and then pull the rug out from under them.  The goal isn&#039;t to be mean, but to provide excitement and tension.  When I can get a reaction out of the players (and not just their characters,) it puts a smile on my face.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2836&#039;,&#039;DeadGod&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>A lot of my fun comes from entertaining others.  I derive a lot of joy out of providing escapism for others.  I guess the act of providing others with escapism is also a form of escapism for me.</p>
<p>Secretly, though, my favorite part of GMing is when I throw the players a twist.  Its like a practical joke or a magic trick.  You construct the environment, provide just enough information, get them to think they know what is going on, and then pull the rug out from under them.  The goal isn&#8217;t to be mean, but to provide excitement and tension.  When I can get a reaction out of the players (and not just their characters,) it puts a smile on my face.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('2836','DeadGod'); return false;">Reply</a> </div>
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