[CAR-PGa] Re: [car-pga] Strength of the Gaming Community part IV

Responses below in context, with areas "snipped" for brevity sake...


On Friday, October 01, 2010 05:10:09 pm Bob Scranton wrote:
> There is a general weakness in the table-top gaming community. This
> fact needs to be addressed and corrected. This weakness comes from
> several fronts.
>

<snip>
</snip>
>
> In this thread I will discuss the lack of imagination of GMs.
>
>
> GMs are key to the success of any game.

I agree a GM can make or break the enjoyment and "success" of a game
session, campaign, and group, but that it is not quite simply all on the
shoulders of the GM, though the GM certainly has a significantly high
level of responsibility and culpability.

In combination with the dynamics of the players of course. Even with the
world's greatest GM, a group of "lame" players can still lead to an
unimaginative gaming experience.

Only rarely have I seen an entire group of overly "laid back"
unmotivated, unimaginative, repetitive gamers, it is usually just 1 or 2
in a group, and the strengths of the players tend to shore up those
issues.

> They hold the seminal
> position of being the makers of games, creators of the moment, and
> visionaries. In every instance, the success of a fun and enjoyable
> game depends directly upon the GM. There is no other person who
> holds this role. They are the people who set the tone for the group.
> They are the people who generate and make possible the moment that
> occurs. They give to the players a singular unity that cannot be
> found without their efforts.

All that is true to an extent, without a GM who keeps in mind the
importance of their role, many a lackluster experience can be had by the
gamers, but because it is _social_ the dynamics leading to enjoyment
levels by all are more symmetrical then your statements might indicate.

>
> If a GM has no vision, he will be unable to craft a moment that
> stands out as unique. He will not have the ability to create a bond
> between players that will unify them. Thus, he will be unable to
> generate moments where in players can come together to have an
> enjoyable and satisfying time. Everything depends upon the GM. They
> are the potent force driving the game into existence and the
> visionaries the make that moment occur. Therefore, they have stand
> in the unique position of ensuring that the moment that occurs is
> enjoyable, fulfilling, and exciting. This will make the players
> desire to return and play again.

Much of that is true, though not mutually exclusive of the player's
contributions to those factors. Disruptive, drunk, stoned, depressed,
manic, (insert other mood, personality, or activity description here),
and other traits can all have a significant impact. Even just one
disruptive player can ruin a game for the entire group. It is certainly
the GM's responsibility to nip such issues in the bud as quickly as
possible, but it is also the responsibility of the players to contribute
their "best efforts" as well.

<snip>
</snip>
>
> They will find the games that are generated under this GM, who lacks
> imagination, ultimately, similar in many ways. How often can one play
> Risk and find unique moments from which to take experiences? Not
> often.

Really?
Would you say the same of Chess which has even fewer variables than
Risk?

> They will see a similarity in the games they play and come to
> understand that the game is flawed. This is the result of a GM who
> does not desire to construct unique moments at every stage of the
> game. These stages begin when the GM posts that the game will occur
> all the way to the end of the game.
>
> Does the GM have the imagination to make it fun for the players to
> envision that this game coming up will be fun? Does this GM have the
> imagination to ensure that players are having a good time before the
> game begins?

_Before_ the game begins?


> Did the GM ensure through the use of his imagination
> that the game itself will be unique and fun?

What defines unique? What is unique to newbie players is "old hat"
gaming veterans.
What is fun for one group, let's say lots of graphic hack and slash for
a group of fairly new tween/teenage boys of one series of personality
types, would be boring or off-puting for other age groups, genders, or
personality types.


> Does the GM have enough
> imagination to ensure that players are having fun after the game
> concludes?

Having fun _after_ the game?

I am not sure what setting you are envisioning these game sessions
taking place?
Typically my gamers show up, get their characters in order. We take a
brief synopsis discussion of what occurred previously, especially for
any players that may have missed a previous session, then promptly begin
game player. We usually play until there is no more time, and folks need
to leave promptly.
Maybe you could elaborate on the type of setting and experiences you had
that more fully illustrate your point on the before and after
entertainment please?

> The more yes answers that occur the more fun and real
> will the game be.
>
> When a GM lacks imagination, he cannot create those unique moments
> that need to occur so that every game will be fun and unique. We all
> need to help GMs gain that insight into how to be imaginative. The
> seasoned player as well as other GMs needs to help these GMs who lack
> imagination develop that imagination. We need to see this lack as a
> mere blip that can be fixed with our help by teaching these GMs how
> to bring imagination to a table bare of realism, void of enjoyment,
> and stagnate.

Different people have varying strengths and weaknesses. While GM skills
_can_ be improved, and feedback and guidance are certainly critical in
helping,, at the same time there are those who are naturally just better
at GMing than others. There are those with greater intelligence,
creativity, improvisational, theatrical, verbal, and many other critical
skills, over others who just simply will not have the same level of
ability. But yes, the key is if everyone is having fun (including the
GM), and anything that helps improve that experience is a "good thing".
;-)

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------
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