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      CommentAuthorMatthijs
    • CommentTimeApr 13th 2009 edited
     # 1
    I just found a wonderful video under the heading "I only teach A students" over at Peter Nordstrands blog (don't worry, the video is in English). It's a music teacher talking about, and showing, his philosophy of teaching. It's clear that the teacher's attitude transforms the students, helps them show what they are, makes them want to excel - not for competition, but for love.

    How can I use this attitude when GM'ing? I've recently understood that attitude is magic; it transforms you, the world around you, and what you do with your life. It's pretty obvious, when you think about it. So what attitude should I, as a GM, bring to the table?

    I think these two things might work:

    1. My players are amazing. I can look at each of them and see that they've got magic inside. We want to bring that magic out, together, let them see it and experience it.

    2. We are here to experience something greater. It's not about me, or the individual players; it's about going somewhere none of us could have gone alone.
    •  
      CommentAuthorlachek
    • CommentTimeApr 13th 2009
     # 2
    On a slightly more muted note:

    1. Enthusiasm. Never run a game you don't, or can't, feel ridiculously enthusiastic about.

    2. Never make contingency plans. Assume the players are going to do exactly the thing they need to do to make the session rock for everybody. Just don't have a clear picture of what that thing is.
  1.  # 3
    Yeah! I like the idea of assuming your fellow players are badass. I've seen enough of the "most people aren't good roleplayers so we have to stop allowing them creative input" stuff for one lifetime.

    Enthusiasm is infectious. If you've ever played a game with John Stavropolous or Clinton Nixon (pistol whipping is awesome!) you'll know what I mean. It's so cool to come to the table absolutely jazzed about contributing and on the edge of your seat to see what everyone else is going to contribute.
    • CommentAuthorJDCorley
    • CommentTimeApr 13th 2009
     # 4
    Posted By: lachek1. Enthusiasm. Never run a game you don't, or can't, feel ridiculously enthusiastic about.


    For games with traditional GMs, this is actually, in my experience, more important than running a game that all the other players are enthusiastic about. If you, the gateway for the players to experience the world, don't really give a crap, or only think it's "okay", no matter how hard they push, they will never get a game that is better than "okay" or "I don't really give a crap". This is even more important than listening to their creative contributions in those games. It doesn't matter how great their idea is, you are the one that will implement it, and if you hate it, it will be terrible no matter what you do. So just following this rule doesn't necessarily mean you automatically are listening to the creative input of other players. It all depends what your role at the table is in the particular game you're playing.
  2.  # 5
    Matthijs,

    Thanks for the great video.

    And your comments pretty much line up with why I love playing these games: It's a chance for everyone to find out that they they could a lot more creatively -- and really good work creatively -- than they expected. And we're creating something that only exists because we got together.

    I love the beginning of the video in the context of RPGs. His first diagram was pure: "Well, we know players are shit, so we need a game to protect against that..."
    •  
      CommentAuthorAndy
    • CommentTimeApr 13th 2009
     # 6
    Posted By: JDCorleyIt all depends what your role at the table is in the particular game you're playing.


    True. I've seen awesome GMs with tons of enthusiasm turn an otherwise mediocre (IMO) game into a friggin awesome time. And I've seen other GMs (who may love the material, but don't have that "infectious enthusiasm") turn a game I love into a pile of boring sludge.

    But yeah, a lot of that is the GM being "electrically charged", then charging up the players around them.

    -Andy
    • CommentAuthorMcdaldno
    • CommentTimeApr 13th 2009 edited
     # 7
    Fuck.
    Four minutes in, I started crying. Then I realized I have to go. The other twenty-six minutes await for later.

    Matthijs,
    this mentality is really important and powerful. I have maybe some tangentially related thoughts, drawn from my experiences in therapeutic/remedial education, that I'll share later.
    •  
      CommentAuthorGraham
    • CommentTimeApr 13th 2009
     # 8
    How I was taught this in improv was: trust the other players are good; trust they'll play brilliantly; trust they'll support you. You can state this slightly more cynically: trust they're good, even if they're not. Because, if you trust they're good, you'll see the best in them and they'll become good.

    I am struggling not to say "as I mention in my book Play Unsafe".

    Graham
  3.  # 9
    You did say it!

    It's an awesome point.
    • CommentAuthorJDCorley
    • CommentTimeApr 13th 2009
     # 10
    Agreed!
    • CommentAuthorforlorn1
    • CommentTimeApr 14th 2009
     # 11
    That was a great video, thanks for sharing it.

    Accidents are beneficial is a great point that definitely works for gaming.
    • CommentAuthorJarrod
    • CommentTimeApr 14th 2009
     # 12
    Bookmarked. Let's all keep this going, and see if we can really boil out some essence of good play ideas!
    • CommentAuthorTomasHVM
    • CommentTimeApr 14th 2009
     # 13
    A human being in creative mode ARE great, you know. ;-)
    • CommentAuthorTomasHVM
    • CommentTimeApr 14th 2009
     # 14
    As a GM you may induce your players with ...

    - calm: keep your voice down, talk simple and slowly, and be positive in your attitude towards them

    - enthusiasm: beam towards them, take their hands, be active and positive, say yess and smile

    - care: touch them, use their names, give them small compliments, ask about their characters emotions and motives

    - boldness: eyecontact and praise, paired with challenges, increasing the challenges from the start towards the end

    - etc.

    Much fun to be had! Players will always be great when you let them.