Critical Hits

The Journal of Gamer Culture

Primal/Within: Showdown at the Castle of the Overmind, Part 2

See part 1 here.

These last 2 sessions were marked with strong, not so positive emotions on my part.  At the end of session one, I couldn’t believe that we played so little (we started at 7h00-7h30 and ended at around 9h45).  At the end of session two, I was downright angry (and vocally so) that we spent 4 hours doing only half of the fight that I had originally planned.

Today’s post will describe the GMing highlights of session one.

The Vault of the Drow

When the PCs entered the Drow castle (actually an ancient cathedral dedicated to an albino form of Lolth), I wanted to convey, to the more Story-oriented players, a sense of what happened when their PCs from our last D&D 3.5 campaign kicked Lolth out of this world 1000 years ago.

Homebrewed setting aside: Recent readers should know that we’re playing in the same game world since I created it when I was 13 for AD&D 1e and that we covered about 1100 years in 26 years of gaming, including a 1000 year jump last year when I nuked the world to make way to 4e’s new assumptions.

I also wanted to give the PCs the equivalent of an extended rest without borking the momentum of the story.  So when the PCs examined the vault, I had Usul (Mike’s Invoker) tap into a large store of divine energy that apparently wasn’t tied to any divinity (it was cut off from Lolth).  I explained that he could do wondrous things with the energy for the rest of the adventure (he had a stock of ‘energy points’), including granting everyone an extended rest,  provided he rolled a successful religion check.

Of course, he missed that roll… but failure wasn’t an option (a very important question all DMs should ask themselves whenever they ask for a die roll) so I played my next card and Mouseguarded it…

Chatty: You succeed in channeling the energy but you open up a conduit to another plane.

Usul: Uh Oh…

Chatty: In your mind’s eye you see a scantily clad female elf sprawled on a spider-shaped throne.  She looks up at you, saying ‘Now… What have we here?”  You feel her will trying to grab onto you.  You succeed in your task but you’ve opened up the world to the attention of Lolth once again.

Usul: Ah Great!

Terminology Aside: What did I mean by ‘Mouseguarded it”?  In Luke Crane’s Mouseguard (based on the Burning Wheel game), a failed skill check doesn’t lead to a dead end but instead adds a complication or a condition to the PC attempting it.  My friend Dave and I have started calling doing that in D&D “Mouseguarding”. I really need to write a post on that.

Head troubles and the Council of 3

I then asked where the players wanted to go in the Castle (I had a few “improvised” encounters planned) and they chose to go to the throne room.   My game plan for this scene was to achieve 2 objectives:

  • Have the PCs realize that the Mind Flayer was more of a victim of the Dungeon/Castle than a tyrant.
  • Meet the Master and negotiate a 3 part Cease Fire/Alliance to destroy the dungeon

At the last minute I had an inspiration and, since this adventure was supposed to be improvisation friendly, I went with it.

I decided that the Mind Flayer’s head would be plugged into a Huge ‘Girl Genius‘ machine that would give the Overmind full control of the Flayer’s psychic abilities, turning the combination into some kind of Solo monster.   Then as the PCs moved in the room and engaged in some Belligerent Pre-Martial Foreplay ™ I described how a portal opened letting a Shifter Lich in the throne room.

This was one of the campaign’s big reveals, way back when, my friend Eric made a Shifter Warden without ever creating a backstory, saying he was found in the Dungeon, stricken with amnesia. Since Eric has a strong psychodramatist streak, I created this mysterious link to a chessmaster villain called ‘The Master” who had developed ways to teleport at will within the dungeon. Combined with several weird deaths, the mystery of Fangs origin was an entertaining story.

The reveal was that Fangs was a clone (albeit a very powerful one) of the Master himself.

I ret-conned the Master’s arrival in my last post by saying that the portal originated within Fangs, killing him on the spot.  This was because Eric, Fangs’ player, missed the last game, and the running joke is that his PC always dies when he’s not there.

Anyway, the party engaged the wired flayer while the Master went to fight the ‘add-ons’. The PCs alternatively attacked the body or the machinery.  I decided to give the machinery the stats for a lvl 12 Solo monster, but I balked at the 750 hp the thing was supposed to have, fearing that it would make the fight way too long.   As an attack, I had the thing blast all PCs on the map, every turn, with the flayer’s Mind Blast.

This rapidly drained the party HPs  and forced them to become creative fast… except there wasn’t much to be creative about.  This is often a problem with improvised games, the number of interactive elements in a combat are limited.  As I sensed frustration/fear rising, I searched for a way out.

I started describing how the machine had all kinds of tubes and wires sticking out of it. When players started calling shots to the tubes and hit, I told them that some sections of the map could no longer be hit by the blast, giving wounded PCs a place to retreat to.

Then my buddy Math solved my ‘too many HP problem’ by using a Sorcerer power on the Flayer that teleported it away from the Throne… I ruled that this unplugged it from the machine, thus ending the fight.

A short roleplaying session followed where the players, acting as representatives of the City Within, brokered a peace agreement and even a military alliance to take out the Dungeon at it’s core as described in the last report.

The Players were then ready to walk to the Dungeon focus deep in the Castle/temple and face the Dungeon’s avatar awaiting them.  Problem is, it was an epic fight… and it was 9h45.  We had to stop because the fight would have lasted at least 2 hours (it actually lasted 4).

We had started really late (like 7h30 after eating dinner) so I was a bit miffed, but that’s how the dice roll when we’re adult gamers.

Up next: The 4 hour epic finale…

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Inq. of the Week: Friendly Local Gaming Stores?

brainstorm_comicsOver the weekend I’ve done my fair share of video game playing, the most fun of which was easily several hours of playing four player New Super Mario Bros. on the Wii. With the great selection of new games that have come out this Fall, it seems natural that Dave asked last week about which games all of you are playing. Dragon Age: Origins is clearly the most popular with 80% of you playing it, Assassin’s Creed 2 came in a distant second with 38%, and Borderlands in third with 29%. Left 4 Dead 2, New Super Mario Bros, and Modern Warfare 2 all came in around the 20% range, and several commentors mentioned Batman: Arkham Asylum and Uncharted 2 as games they’re playing.

This week December is officially upon us, and with it comes the full force of the holiday season and all of the shopping that implies. I find it a shame that ordering RPG books online from places like Amazon is so much cheaper then it would be if I were to go to my local game store. That’s not the only problem though, unfortunately all of the stores around my area have one problem or another that makes them less than my ideal for a gaming store, if that weren’t the case I’d most likely patronize them more regularly. That being the case, I go to a game store in my area only several times in a year. I’m interested in seeing how often all of you go to your local game stores.

How often do you go to your local gaming store?

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Please share with us your thoughts on your local game store, what they do right or wrong, why you go there as often (or not) as you do, or even just share the name and location of the store with us and we’ll pay it a visit if we’re ever in town!

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3 Rolls, 1 Check

4997628_1a6c9c1711_mThis is a common occurrence in my game, and it might be in yours too:

DM: The Baron tells you, “I haven’t seen the Duke.”
Player 1: I roll Insight to see if he’s lying. Crap, rolled low.
Player 2: I roll then. Mine is pretty high.
Player 3: My bonus isn’t very high, so I roll to assist.

This happens for many kind of skill rolls. An idea occurs to one player, who rolls a skill, which then prompts several other players to also roll. If a check is declared, then everybody rolls who can roll. [Read the rest of this article]

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Primal/Within: Showdown at the Castle of the Overmind, Part 1

frost_titan-copie-1(This post covers my last two D&D 4e games)

Last Friday we concluded our longest D&D 4e campaign yet, clocking it somewhere between 16 and 20 game sessions (almost one year).

In order to make posts length easier to manage, here’s the ultra condensed story.

Campaign Finale: Redux

Using a mysterious 4 part key collected all over the city, the heroes entered the Castle by some sort of hidden escape tunnel.  They found themselves in an ancient Drow defensive vault where they discovered traces of the history of the Drow’s escape from this Castle 1000 years ago.

Usul the Elven Invoker found and released a ‘pocket’ of stored divine energies’ and used part of it to restore his whole group to a fully rested state.  While doing so, he accidentally re-opened a divine channel between the Castle and the exiled Spider Queen Goddess.  Her interest for Usul was great and he wisely let go of the power source until he needed it again.

The party proceeded to reach the Castle’s throne room.  On the way, they met the Overmind, the Castle’s  fragmented and quasi incoherent persona, speaking to the party in multiple voices wherever they went.  In the throne room, they saw the Mind Flayer they thought to be the Overmind only to find its head hooked to some strange arcane machine that controlled it and amplified its power tremendously.  The Overmind started using it to blast all players with psychic energy.

As soon as the fight started, Fangs, the Shifter Warden, exploded in a burst of gore and arcane glyphs, revealing a portal from which a Shifter Lich stepped out.  He introduced himself as the Master and revealed that Fangs had always been a clone of him, acting as a sleeper agent in the party. he said that now was the time to negotiate a triple truce to destroy the Dungeon once and for all.

The Lich went to fight the guards rushing to help the Overmind while the party dealt with the Illithid and the machine.  Eventually, Corwin the Halfling Sorcerer teleported the Mind Flayer out of the machine, putting an end to the fight.

The Lich, the Flayer and the heroes had a short council and agreed:

  • Heroes would destroy the Castle’s Energy Focus, one of the Dungeons’ neuralgic points of consciousness, blinding it in a specific reagion.
  • The Lich would bring an army of ‘stolen’ monsters to invade this blind region
  • The Mind Flayer would provide all the Brainwashed troops it had stockpiled and hidden from the Dungeon over the years
  • The Heroes would convince the City Within to raise an army and walk with the other 2 armies
  • Once the Primordial’s Prison was reached, the Lich would use his portal Lore to power a massive teleporter to send the Primordial back into the elemental Chaos (Screw the Gods’ plans.  This is OUR world!)

(end of session 1)

The heroes proceeded to the area where the High Energy Focus lay, the tomb of the Spider Queen.  There they met an Avatar of the Dungeon (a gigantic Stone Titan) surrounded by Stone and Frost giants.  The Dungeon’s incomprehension for the heroes’ obsession in spoiling its escape plans is evident in the first few exchanges.  A fight erupts and grinds most adventures down to their last resources… except Corwin who manages to never get hit.

Throughout the fight, various heroes’ experience short “mind-encounters” with either the Dungeon or, in Usul’s case, his god Kord. Throught those meetings, they learn of the Dungeon’s wish to become a God by turning the world into his new body, they are mandated by Kord to muster the recently freed Overmind monsters into a divine army and Corwin learns that he is the Dungeon’s Scion, its plan B for survival should he be beaten.

As the party vanquishes the Dungeon’s Avatar, paving the way for a full victory against this global threat, Corwin, crying defiantly “I’m no one’s pawn!” and discharges one of his remaining powers through his brain.  The Heroes, their elation cut short,  stand around their fallen comrade in abject incomprehension…

(End of Campaign)

I have to say… I never saw that one coming… and as the shock of the last development wears off (and the feeling of annoyance caused by a 4 hour-long fight) , I can’t help but think that it was an awesomely heroic finale.

Up next in part 2: The DMing highlights of both sessions.

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Critical Bits for the week ending 2009-11-28

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Cross-Class Training II: The Teaching DM

Happy thanksgiving to all my American readers!  Deep friend Turbaconducken anyone?

I tend to have a one track mind, so while I’m done teaching my MS-Outlook/Time Management class, it’s still very much on my mind.

Just so you know, things went so well that the College’s director offered me to teach another course right after he got the participant’s evaluation of my mad teaching skillz.  I now get to teach 5 courses!  Yay!

Earlier this week, I posted about 3 categories of skills that GMs, teachers and managers had in common.  Today I want to discuss specific skills and tricks I use while I DM that came in handy during my 2 day course.  It’s surprising how abilities you mastered in other disciplines help you out when you’re faced with the unexpected.

Establishing Credibility and Trust

My DMing experience has shown me that the average gamer sitting at your table for the first time will give you about an hour to win them over.  During that hour, you can do whatever you want with little fear of revolt/comments/sabotage.  However, that period of time is the optimal one to establish credibility and trust with the players.

Teaching adults (and probably teenagers) is the same thing.  Your first impression is crucial and will set the tone for the rest of the course/session.  In my course, I established who I was and what my qualifications were (but not too much).  I stressed out that I was a working guy like them and that the material I was going to teach them was actually usable and practical, because I had no tolerance for Ivory Tower theories.

By the end of the 1st hour, I had 6 out of 8 students in my pocket. My nervousness was fading and I started focusing on winning the last 2 to my side.

Expectation Management

When I start a new campaign, I write a pitch for it and I present that pitch to my players.  At that point, I ask them to add elements or suggest things to add to the campaign so that their expectations are met.  Gone is the time where I would trust my skills and my DMing telepathy to divine what they wanted to play.  At the point we are in our lives, I want to make sure that all my players get what they seek in our campaigns.  So I manage expectations by checking before and during a campaign that players periodically get what they seek.

During that 1st hour of the course, I put up the course’s outline, listing all the subject that we would tackle.  I told them that I would emphasis some items more (I put them in bold) and others I would cover lightly of skip altogether. I asked the class if there were subjects they wanted to see.  I told them that each of them had, knowingly or not, a ‘I must learn this’ and that if they didn’t tell me about it, they took the risk of not getting what they are looking for.  As expected, they chimed up and told me specific things they wanted (sharing calendars in Outlook, backup of emails, creating new calendars, etc).

I carefully noted down each request and integrated them in my course outline as soon as I got a few minutes.  It worked great as all participants told me they got what they expected.

Reading the group

During a RPG session, I try to monitor the level of excitement, fun and frustration of players.  Over the years, I’ve developed tricks to read other people.  Body language tells a lot about a players’ state of mind.  By doing regular reviews of how the energy level is, I try to make small course correction.  I don’t always manage this because, like all RPG geeks, I tend to become engrossed in the activity and rules of the game at the expense of the human factor.  However, when I start hearing exclamations of frustrations because a player can’t roll over 4-5, 6 rounds in a row, I start paying attention and I try to find ways to help him out.

In my course yesterday, at the end of the 2nd hours (the break) I had one student who was sitting back on his chair, arms crossed. I knew he wasn’t buying what I was saying about productivity and the importance of organization.  I later learned that he had driven 3 hours to come to the class and he wanted Outlook material, which I hadn’t gotten into yet at that point (apart Outlook basics).

During the break I asked him about it and he told me what I just related.  I told him that I would get into the nitty gritty Outlook stuff soon.  I also told him that if I did just that, the course would be a hell of a lot drier.  Finally I asked him to remind me of the stuff he needed during the class and that I would cover it.

One hour later, at lunch, he said “Hey that productivity stuff is interesting!”

Say Yes

A common heard declaration in Roleplaying games is ‘Say Yes” which is a mantra-like declaration to prevent  GMs from reacting defensively to player input by saying “no you can’t” or “no that won’t work”.  A very good description of this concept appears in Vincent Baker’s Dogs in the Vineyards:

Every moment of play, roll dice or say yes. If nothing’s at stake, say yes to the players, whatever they’re doing. Just plain go along with them. If they ask for information, give it to them. If they have their characters go somewhere, they’re there. If they want it, it’s theirs. Sooner or later— sooner, because your town’s pregnant with crisis— they’ll have their characters do something that someone else won’t like. Bang! Something’s at stake. Launch the conflict and roll the dice. Roll dice or say yes. Roll dice or say yes. Roll dice or say yes.”

In the last year, I’ve pushed myself past my ingrained resistances and I’ve tried really hard to become a “Say Yes” DM.  I think I have achieved that.  In fact I’m sure of it because it bled in my courses!

During the course, while I was describing an aspect of Outlook, some of the attendees would chime in and ask something that I didn’t plan (or didn’t think) to teach.  Every time, I stopped and fought my reflexes to keep with my plan.  I would then pause the course for 10-20 seconds, reorganize my thoughts, and start explaining what was asked.  This ended making the course more organic and better targeted to the needs of the class.  After I was done with the required subject, I just picked my outline up, looked where I was and returned to the Plan.

So you see… I owe a lot to DMing and it’s really fun to see how all the hours I invested at the gaming table are actually helping me re-orient my career! I love teaching and I may have finally answered one of my true callings.

Okay, I’m done with teaching for now.  Tomorrow I get to conclude my Primal/Within Campaign.  A game report will be forthcoming!

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YouTube Tuesday: Let Me Throw! Edition

Not especially related to games, but I just can’t stop watching The Muppets do Bohemian Rhapsody, and thus needed to share.

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Inq. of the Week: Video Game Playing, 2009

dragon-ageLast week, Bartoneus asked about what formats you watch your movies in. DVDs remain the king, with 86% of the vote. Online downloading/streaming comes in second with 52%, which I personally feel like is the way things are moving, and way better than having to actually purchase a physical object in a format that may later become obsolete. Blu-ray came in third with 23%, which is a higher amount of adoption than I’d expect. And speaking of obsolete, VHS only held an 8% lead in market share among our votes, and Beta or Laser Disc only had 2%. I’ve been vastly enjoying Netflix streaming lately, especially with the expanded TV offerings, and hope that the trend continues.

Can I just say, there are a crazy amount of video games that have been released lately that I want to play? I just finished Batman: Arkham Asylum which had been out for a while now, and then a ton of new awesome games come out while I was working on it. I broke down after reading a lot of twittering and picked up New Super Mario Bros. Wii and Dragon Age: Origins on Sunday by trading in Fallout 3 and Left 4 Dead (the latter I expect to replace with the sequel, the former replaced by DAO and other RPGs). That still leaves a few games I want on my upcoming Bday/Xmas wishlist, and not enough time to play them all. [Read the rest of this article]

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4th Power Project: Playtest Recap & Wealth

surveillance4th Power is my attempt to mash-up 4e and d20 Modern into an RPG that I want to play and run campaigns in, leveraging the stuff I like from both, along with other elements that try to fix what annoyed me about both systems.

Well, on Halloween, I ran the first ever playtest. I designed all the characters, constructed a scenario, recruited members of my regular D&D group, and GMed the game.

I am definitely happy to report one thing: the game didn’t combust in on itself…

…but the scenario did end in near TPK, and a total objective failure for the PCs. [Read the rest of this article]

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Cross-Class Training: GMs, Teachers & Managers

As many of you know, I’ve spent most of the last week preparing a 2 day MS-Outlook 2007/Time Management course that I’ll be teaching  Tuesday and Wednesday of this week for a local College.

While I was prepping for it, building an outline for each topics I decided to cover, I realized just how similar my course prep was to prepping a D&D game.  In fact, the methods I use are so similar it’s almost eerie.  While discussing this with my friend Dave yesterday,  he argued that prepping for and teaching this course would likely make me a better GM.  I responded that having been a GM for so long enabled me to better prepare the course and would most likely prove invaluable for teaching it.

This discussion made me realize that my skills as a GM are in fact so ingrained that I now harness them in other spheres of my life!  In fact, it reminds me of a chapter from Malcom Gladwell’s Outliers (an excellent book that debunks many myths behind gifted and/or successful people).  Gladwell argues that to be considered an expert in a given field, a person needs to work/practice his craft for about 10 000 hours.  All top sports, music and Silicon Valley legends have had years and years of practice to buildup a skill set that made them who they are now.

The key here though is that these 10 000 hours must be spent doing increasingly complex/challenging tasks to increase skills.

I’m sure that applies to GMing.  It’s one of the reasons why I always try to tackle new techniques and move away from my comfort zone.

Let’s see.  If I average out my GMing to about one 5 hour game a week for my first 20 years (50 weeks per year) and if I prepared/read for about 5 hours per game I get exactly 10 000 hours.  In practice, I likely gamed/prepped less than that,  but in the last 6 years, especially with the blog, I clocked in a hell of a LOT of RPG-related time.  Most of them specifically to become better at the craft.  I’m sure I busted the 10K point some time ago.

I guess that explains why my GM skill bleeds out so easily in the other professional aspects of my life.

Inversely, I would argue that top performing teachers and managers, those that have spent 10 000 hours trying to get better, would make excellent GMs within a short time frame.

After having been a GM, a teacher (High School, College) and a manager (QA, Project),  it’s obvious to me that common skills exists to help one be successful at all three.

Organization

The ability to plan what you will do in the near future is paramount to all three “professions”.  Finding a way to order all the info about a given adventure/topic/project into a simple clear outline made of manageable  associated chunks is a fundamental skill to achieve success.

I was lucky to have had teachers who showed me to write short, concise outlines that contain core idea around which I can build upon.  I’ve kept that technique since then. For example, were I to create an adventure outline :

Lair of the Skull King

  • Scene 1: Heroes Wanted!
    • Local Duke’s son kidnapped
      • Ranger finds son’s ring in swamp
      • PCs hired to recover son
      • Old hermit spews gibberish about crowning of the Skull King
    • Kenku Assassins Strike at Midnight!
      • They wear Skull rings!
  • Scene 2: Lost in the Swamp
    • Malicious Cowardly Dragon tries to swindle PC
      • Skill challenge/Combat?
      • Terrorizes nearby Gully Dwarf village
    • Gully Dwarf village
      • Looking for sacrifice for Dragon and  Swamp Queen
      • Try to convince PCs to be sacrifice
      • Know where castle and Dragon’s lair is
        • Villains can’t fathom that they could be a threat
  • Scene 3: Keep of the Swamp Queen
    • Guards Guards!
    • Swamp Obstacle Course (Skill Challenge/Trap run)
    • Wedding Crashers
      • Duke’s son to marry Swamp Queen and be crowned Skull King!
        • Maybe he wants to be!
      • Final confrontation!

There we are!  Then I would revise/expand each line into a scene.  I’d then add stats and treasure and I would end with an adventure for my Friday game.

I do the same thing when I plan a course (each line is a topic/sub-topic/exercise).  In Management, I plan projects in similar ways, lining interdependent tasks that map a project from beginning to end into a Gantt chart (which is a fancy outline anyway).

Communication Skills

Being successful at all three occupations is all about understanding the powers of communication.  Understanding and mastering three core skills: Public speaking, Listening and Empathy are crucial for GMs, teachers and Managers.

Aside: The D&D 3.5 Dungeon Master Guide II has an absolutely amazing essay on communication skills.  Seriously, if you don’t own it, get it or take your friend’s copy.  You don’t play D&D?  I don’t care! Get it!  I don’t think any other GMing guide address this as well as Robin Laws does in this one.

Successful GM/teachers/managers can speak in an energetic tone,  avoiding mono-tonal droning.   They know the difference between what’s important and non-essential when speaking and focus on the former.   They know how to listen, paying close attention to what people tell them and even catching what is said between people near them.  Using what others say/ask to shape what they present is always very appreciated.

Finally they learn to read non-verbal signs in people, are able to imagine what other feel like and can act on  it.  This is often what differentiate a person we dislike from one we like because the empathic person makes us truly believe that he/she cares about what we say or think.

Think about the best GMs/teachers/Bosses you’ve had, and they probably were star communicators.

Assertiveness

This is the cornerstone  skill that builds respect in all 3 arenas.  Assertiveness is that  social ability that helps you deal with jerks, angry clients, selfish players, pushy bosses, stressed colleagues, etc.  Whenever a  social conflict pops up, the assertive person will not let emotions sway his/her judgment and will always say the truth about what matters.

  • “I know you are angry about that dice roll but you are disrupting the game, we can take a 5 minute break so we all calm down”
  • “That’s a fascinating story, but we need to get back in the game, you can tell us more after!”
  • “We’ve discussed many times how your table behavior made others uncomfortable, you haven’t changed it so you leave me no choice but to drop you from the game so our campaign doesn’t crash, I’m sorry”
  • “Please stop talking, you are preventing other students from following the course”
  • “Mr Vice President, I please turn your Cell phone off. We all agreed to do it for this crucial meeting”

People often try to be too nice to each other and let others transgress the established social order.  Assertive people step in whenever the line is crossed and politely but firmly use their authority to resolve the situation.

In fact as I re-read that last sentence, I believe that the the true authority of the GM/Teacher/Manager is the one yielded only to  restore any situations back within the established social norms of the gaming group/class/work group.

There you go, my review of the common skills of successful GMs/teachers and managers and how I think being good at one helps you in the other 2.

Are there any other careers where GMing/Playing skills bleed into and vice-versa? For instance, I wonder if someone like Wil Wheaton would say that his acting/writing career have made him a better GM?  What skill sets would bleed?

Have a nice week and wish me luck for my training. [Read the rest of this article]

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