With that proviso out of the way, here it is:
What genres, settings, or games in general do you GM best? Which ones do you think you totally rock?
- Weird Mysteries: whether it be horror, science fiction, fantasy, or historical if it involves weirdness and an enigma to unravel, I'm in my element.
- The Grand Tour: this used to be my main game. Traverse a world, meet its people, kill some of them, and end up taking down the big bad. Basically the Lord of the Ring storyline minus some of the hero's journey bits. I don't do it as much since it gets old.
- Cinematic Action: basically if the characters rock in combat (and action oriented activities), I can run it.
Which games could you use to work on? That is, if your group wants to play one of these games, you yourself would probably recommend a different GM.
- Romance: not my strong suit and I honestly don't have enough familiarity with the subject to feel confident running it. Maybe I need to read my wife's romance novels.
- Monster: the Social Cliquing: not a stab at World of Darkness which I love but the empty influence peddling I experience in many Vampire games. It is politics without the consequences and I have no patience for it.
What elements of Gamemastering do you do best? What aspects do you nail more often than not?
- Mysteries: I love mysteries and muddying the waters of who did what and how.
- World Building: I put a lot of work into how my worlds are built and how they teeter on the edge of ruin.
- NPC plans and motivations: As part of the above, I spend a lot of time working out what my NPCs want and how they hope to get it.
- Challenging Combats: I've always done well giving my players a challenge. They don't die often but they get bloodied.
- Rules Mastery: I know the rules of most games I run through and through.
- Improvising plots: all of the above helps me quickly bounce back when my players do something out of left field.
Which elements are still a work in progress? Name some things that you don't do as well as you'd like.
- Distinctive NPCs: especially when on the fly, I don't always establish new characters so they stand out of the crowd. And my games build crowds quickly. For instance there are too many mohawked women and spikey haired men in the Climbers.
- Encouraging PC-PC interaction: if people are allowed to peel off in my games I find it rapidly becomes four well told solo games.
- Recruiting Players: I usually outsource that job to player 1. Whoever that is.
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