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	<title>Comments on: First Time GM: Job Description</title>
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		<title>By: Who has the power in a game? &#124; Moebius Adventures</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description/comment-page-1#comment-9646</link>
		<dc:creator>Who has the power in a game? &#124; Moebius Adventures</dc:creator>
		<pubDate>Mon, 31 May 2010 16:13:20 +0000</pubDate>
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		<description>[...] First Time GM: Job Description (gnomestew.com) [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9646&#039;,&#039;Who has the power in a game? &#124; Moebius Adventures&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] First Time GM: Job Description (gnomestew.com) [...]
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		<title>By: Diceman</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description/comment-page-1#comment-9602</link>
		<dc:creator>Diceman</dc:creator>
		<pubDate>Mon, 24 May 2010 21:56:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description#comment-9602</guid>
		<description>In that case, I&#039;ll add one more thing, crucial from the very first GMing day. 

It is the GM&#039;s job to provide interesting and meaningful choices for the players, and then present them with consequences fitting the choice they&#039;ve made.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9602&#039;,&#039;Diceman&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>In that case, I&#8217;ll add one more thing, crucial from the very first GMing day. </p>
<p>It is the GM&#8217;s job to provide interesting and meaningful choices for the players, and then present them with consequences fitting the choice they&#8217;ve made.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description/comment-page-1#comment-9601</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Mon, 24 May 2010 21:30:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description#comment-9601</guid>
		<description>&lt;a href=&#039;#comment-9599&#039; rel=&quot;nofollow&quot;&gt;@Diceman&lt;/a&gt; - It&#039;s funny you should mention that; I had originally included most of what you mentioned, but then removed them simply because I wanted to cover the &lt;i&gt;basics&lt;/i&gt; of GMing for the new GMs.  

In other words: Bingo! :D

(&quot;New GM&quot; in this instance means a novice GM; this isn&#039;t some new philosophy of GMing like New Coke or New Math.)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9601&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-9599' rel="nofollow">@Diceman</a> &#8211; It&#8217;s funny you should mention that; I had originally included most of what you mentioned, but then removed them simply because I wanted to cover the <i>basics</i> of GMing for the new GMs.  </p>
<p>In other words: Bingo! <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>(&#8220;New GM&#8221; in this instance means a novice GM; this isn&#8217;t some new philosophy of GMing like New Coke or New Math.)
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		<title>By: Diceman</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description/comment-page-1#comment-9599</link>
		<dc:creator>Diceman</dc:creator>
		<pubDate>Mon, 24 May 2010 21:15:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description#comment-9599</guid>
		<description>generally speaking, you mention what can be classified as &quot;running the game-world&quot;, &quot;running the system&quot;, &quot;running the plot and the game-events&quot; and &quot;running the players&quot;. 

what about running the game itself? the tempo of the game, the genre, managing player expectations (creating, supporting or destroying them), etc? was it left out because of the &quot;new GM&quot; focus?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9599&#039;,&#039;Diceman&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>generally speaking, you mention what can be classified as &#8220;running the game-world&#8221;, &#8220;running the system&#8221;, &#8220;running the plot and the game-events&#8221; and &#8220;running the players&#8221;. </p>
<p>what about running the game itself? the tempo of the game, the genre, managing player expectations (creating, supporting or destroying them), etc? was it left out because of the &#8220;new GM&#8221; focus?
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description/comment-page-1#comment-9589</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Fri, 21 May 2010 20:18:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description#comment-9589</guid>
		<description>Right on Kurt! Right on!

People skills trump mechanics any day of the week when it comes to RPGs. I&#039;ve played games like DitV with jerks and the rules were not enough to save the game. I have also been railroaded in a game where the GM only seemed to use his own judgment to run things and loved it. Granted that these are the extremes, but knowing how to interact with others in a social situation will go a lot further with many different game systems (and the rest of your life) then knowing a great set of game mechanics. Combining the two can&#039;t hurt, but if you have to choose go with the people skills.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9589&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Right on Kurt! Right on!</p>
<p>People skills trump mechanics any day of the week when it comes to RPGs. I&#8217;ve played games like DitV with jerks and the rules were not enough to save the game. I have also been railroaded in a game where the GM only seemed to use his own judgment to run things and loved it. Granted that these are the extremes, but knowing how to interact with others in a social situation will go a lot further with many different game systems (and the rest of your life) then knowing a great set of game mechanics. Combining the two can&#8217;t hurt, but if you have to choose go with the people skills.
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		<title>By: Katana_Geldar</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description/comment-page-1#comment-9587</link>
		<dc:creator>Katana_Geldar</dc:creator>
		<pubDate>Fri, 21 May 2010 12:09:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description#comment-9587</guid>
		<description>My best generic advice is that you don&#039;t know what it is like to GM until you sit in the chair. Try and relax, remind yourself to give yourself a break and remember even if you&#039;re only doing ONE session running the game makes you a better player.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9587&#039;,&#039;Katana_Geldar&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>My best generic advice is that you don&#8217;t know what it is like to GM until you sit in the chair. Try and relax, remind yourself to give yourself a break and remember even if you&#8217;re only doing ONE session running the game makes you a better player.
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		<title>By: zerfinity</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description/comment-page-1#comment-9584</link>
		<dc:creator>zerfinity</dc:creator>
		<pubDate>Fri, 21 May 2010 03:53:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description#comment-9584</guid>
		<description>On every mailing list, forum, and newsletter I have read about GMing, it always comes back to the people skills. The other things can be out sourced or compensated for with planning, improvisation, a good spread sheet, or a variety of other &quot;tools&quot;. The people skills can&#039;t be outsourced; the buck stops with you.

One thing I would add to the list of people skills is making sure that your own needs are met in the process of all that other adjudication.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9584&#039;,&#039;zerfinity&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>On every mailing list, forum, and newsletter I have read about GMing, it always comes back to the people skills. The other things can be out sourced or compensated for with planning, improvisation, a good spread sheet, or a variety of other &#8220;tools&#8221;. The people skills can&#8217;t be outsourced; the buck stops with you.</p>
<p>One thing I would add to the list of people skills is making sure that your own needs are met in the process of all that other adjudication.
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		<title>By: evil</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description/comment-page-1#comment-9582</link>
		<dc:creator>evil</dc:creator>
		<pubDate>Thu, 20 May 2010 19:10:48 +0000</pubDate>
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		<description>I think the best advice for a first time GM is the same as the one for breaking out of prison:  Be confident and look like you belong there and no one will question you.  I&#039;ve seen a lot of new GMs who aren&#039;t sure of their own abilities and let players (especially the rules lawyer type) run them down with rhetoric.    Once you&#039;re confident and in control, then you can relax and let players enjoy your world.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9582&#039;,&#039;evil&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I think the best advice for a first time GM is the same as the one for breaking out of prison:  Be confident and look like you belong there and no one will question you.  I&#8217;ve seen a lot of new GMs who aren&#8217;t sure of their own abilities and let players (especially the rules lawyer type) run them down with rhetoric.    Once you&#8217;re confident and in control, then you can relax and let players enjoy your world.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description/comment-page-1#comment-9581</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Thu, 20 May 2010 17:48:50 +0000</pubDate>
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		<description>&quot;GM&quot; is pretty much the universal term, used in Pathfinder, GURPS, RuneQuest, Savage Worlds, etc. &quot;DM&quot; is usually reserved for D&amp;D.

I am aiming this series at traditional role-playing games, which is where the vast majority of gamers are.  However, more detailed articles in the series will definitely include some &quot;indie&quot; techniques.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9581&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>&#8220;GM&#8221; is pretty much the universal term, used in Pathfinder, GURPS, RuneQuest, Savage Worlds, etc. &#8220;DM&#8221; is usually reserved for D&amp;D.</p>
<p>I am aiming this series at traditional role-playing games, which is where the vast majority of gamers are.  However, more detailed articles in the series will definitely include some &#8220;indie&#8221; techniques.
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		<title>By: robosnake</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/first-time-gm-job-description/comment-page-1#comment-9580</link>
		<dc:creator>robosnake</dc:creator>
		<pubDate>Thu, 20 May 2010 14:00:57 +0000</pubDate>
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		<description>I think I would replace &quot;GM&quot; with &quot;DM&quot; here, because behind the (overall, good) advice you&#039;re giving are assumptions that exist in a game like D&amp;D (DM controls all information, sets scenes, etc.) but not in other games that might have a GM.  For example, Dogs in the Vineyard, Mouse Guard, Mortal Coil and How We Came To Live Here all have GMs but they function very differently from the way a DM functions.

Having mentioned that, I was also thinking that a first-time DM could benefit from some of the ideas in the above games as well as other indie/story games.  The players surprise you by going to an unexpected town?  Have the players name it, and give them little skill challenges to determine how helpful the town will be to them.  Find out what they&#039;re looking for and then let the dice decide whether they find it - within reason of course.  Also, beforehand, set expectations at the table, so that you&#039;re having to corral players less.  If everyone decides what the social expectations are, it&#039;s a lot easier to just remind them later, rather than having to be Stern Dad or Nagging Mom DM.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9580&#039;,&#039;robosnake&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I think I would replace &#8220;GM&#8221; with &#8220;DM&#8221; here, because behind the (overall, good) advice you&#8217;re giving are assumptions that exist in a game like D&amp;D (DM controls all information, sets scenes, etc.) but not in other games that might have a GM.  For example, Dogs in the Vineyard, Mouse Guard, Mortal Coil and How We Came To Live Here all have GMs but they function very differently from the way a DM functions.</p>
<p>Having mentioned that, I was also thinking that a first-time DM could benefit from some of the ideas in the above games as well as other indie/story games.  The players surprise you by going to an unexpected town?  Have the players name it, and give them little skill challenges to determine how helpful the town will be to them.  Find out what they&#8217;re looking for and then let the dice decide whether they find it &#8211; within reason of course.  Also, beforehand, set expectations at the table, so that you&#8217;re having to corral players less.  If everyone decides what the social expectations are, it&#8217;s a lot easier to just remind them later, rather than having to be Stern Dad or Nagging Mom DM.
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