Grin
Not "Mr. Grin"
Nobody's perfect, and everyone's got at least one noteworthy quirk at that gets on the nerves of others. And, if it's really that bad or disruptive, they can be shown the door and their characters written out of the storyline. This is why I'm super-tolerant of annoying issues with fellow players.
When it comes to GMs though, I'm far more critical. Bad player habits can disrupt a scene or two, but bad GM habits can torpedo an entire RP.
When it comes to GMs though, I'm far more critical. Bad player habits can disrupt a scene or two, but bad GM habits can torpedo an entire RP.
- Letting bad players ruin an RP: May as well mention it first. If someone in the group isn't "getting it" and won't listen to reason, it's your responsibility to your creative vision - and the sanity of your players - to drop that person. You're under no obligation to be nice about it either, so if your concern as GM is "you don't want to hurt their feelings", then yes, taking the extra moment to craft a gentle-yet-firm pink slip is appreciated, but not mandatory. This goes hand in hand with...
- GMs trying to be everyone's "buddy": A minor annoyance but still worth noting. At some point, two people in your RP are going to disagree about how something should be done. Your responsibility is to settle the dispute, not "see it from both sides". Again, if you can do both, then awesome sauce and you deserve a medal, Mr. Churchill. But if there's no third-path compromise, stow the cajoling and make the decision that best fits your creative vision. And on THAT note...
- GMs without a creative vision: Every RP starts with an idea. However, GMs should evolve past that basic seed of an idea before setting up their IC/OOC/CS/Lore/Etc tabs. This is critical during the character creation phase; you're wasting both your time and everyone else's if people are creating characters that don't fit your world, because they only have a hastily slapped together Lore page to go from. And, if you don't have any idea what direction you plan on going with this whole thing, then don't be surprised if the IC thread becomes a sloppy directionless mess of random musings.
- GMs who insist on too much arbitrary and/or redundant information in the CSes: I have yet to run into an IC situation that would be crippled without knowing ahead of time that my character "Likes: Apple pie" and "Dislikes: Mondays". The same goes for requesting detailed historical elements (e.g. locations, family histories, social circles) in a setting that will never actually use them in a practical way. If players volunteer these details, that's hunky-dory, but it shouldn't be mandatory for players to dive more deeply into their own asses than the RP will ever need.
- GMs who don't set the pace: It's your baby. Make it clear with both OOC words and IC actions how detailed and how often you want people to RP, and make sure you're moving the plot forward in the process. Otherwise, don't lament that the RP's been meandering along for 2 weeks and the characters are still just randomly carousing in the starting tavern.
- GMs on obvious power trips: There is no greater sin in RPing as far as I'm concerned. GMs should ideally be tour guides, and maybe supervisors, but never dictators. I think we can all recall an example of this. You usually see this with "general concept" RPs, where the "Lore" consists of a genre and maybe some general locations, but then the GM pitches a fit if someone's character does something that "wouldn't happen" in that world. Another telltale sign is the GM populates their world with elements borrowed or stolen from existing works, then refers to it as "my world" or "my creation" when shooting down someone else's suggested additions. Really, what it comes down to is GMs who start games just so they have people to boss around, and the most annoying part about it is how they seem to think their players will never get wise to this.
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