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GM Works Alone or in Small Group?

Hey, do you guys make tabletop games all by yourself or you have help with somebody you know or two? Personally, I don't want to work alone because even though I understand how to build a tabletop game, it is hard to work alone when you have nobody to suggest something to improve gameplay experience. It's just hard to set things up as a GM if you are having a hard time trying to balance out elements that will make the game stable... I really need somebody to help me out with this. I've never done this before in my life. I mean, I'm good at roleplaying, but I'm new at creating and managing tabletop games. I tend to make the game as simplistic as possible.
I accidentally clicked 'post' when I was half way through a sentence... Anyways! I personally like to work alone. It is a good hobby for me when I have free time and I usually don't have a ready mind nearby when the inspiration strikes. That being said, it doesn't mean that I am doing it right. Sometimes I wish I had someone who I could bounce ideas with, but sadly most of my friends aren't GM's and they don't want to be. And the one that is, is also in my campaign so I can't do much with that. I recommend just trying things! Simple isn't always bad, sometimes it's wonderful. As far as it comes to experimenting, I recommend being conservative. Players seem to be less upset when they epically slay a dragan, compared to when the dragon squashes them on the first turn. Good luck!
What system do you plan on running? I wouldn't mind sharing contact info and doing a skype call or something and bouncing ideas around. Another option is there are google+ communities for almost every type of game system you can post some of your maps and encounter design ideas there and solicite feedback.
Either Pathfinder or a custom game setting. Regarding a custom made setting, I would make it similar to the Mario & Luigi series mixed with cards and tokens. It would be a massive crossover game.
Karasz said: Personally, I don't want to work alone because even though I understand how to build a tabletop game, it is hard to work alone when you have nobody to suggest something to improve gameplay experience. It's just hard to set things up as a GM if you are having a hard time trying to balance out elements that will make the game stable... I really need somebody to help me out with this. I've never done this before in my life. I mean, I'm good at roleplaying, but I'm new at creating and managing tabletop games. I tend to make the game as simplistic as possible. I don't think working on a game alone precludes your players from suggesting things that "improve gameplay experience." In running a game, you're going to be able to tell where the good parts are, where the bad parts are and when things just aren't clicking in to place. After the session, sit down and figure out what went wrong and what went right - if it was wrong, but you think it could work, try to punch it up a little bit. As a GM, you also have the ability to adjust difficulty on the fly. Assuming it's a Super Mario game, if the flying goombas are eating your players for lunch, swap the next batch out for regular goombas or throw a Fire Flower in there. If the players steamroll the opposition, toss in some hammer brothers or emphasize the social and puzzle aspects of the game. Making the game as simplistic as possible might not be a bad thing. If you can get buy in from your players, they can help you breath life into and flesh out your game and setting organically. There isn't a need to have everything built up right from the start. Also, I second John's above comment to use some existing Google+ communities or other venues for open comments. Sometimes a random person on the internet can shine light on a subject that you hadn't considered yet.
I run three games a week here on roll20, I do all the content myself. One of the games I have a player who does IT in real life, writes macros.
A friend and I are pretty close and regularily swap plot ideas and crunch, even when we play in the according sessions. We trust each other not to use that knowledge in character. Beyond that, I tend to work with my players to create a campaign. If I have a fixed module, I ask them if they want to play it. If not, that's cool, too. If not, I just ask them beforehand what they feel like rolling and if they have any goals, right off the bat, for their character. I'm more than happy to incorporate suggestions into the game, because I think both my players and I should have fun. 'course, if they just say "surprise me" I have a minor evilgasm and am all the happier ;)
I, like some of the of the others work alone to lay everything out, but rely on the player feedback a to how it is going or what is good and what I not.
I do all the actual campaign prep work alone, but I regularly solicit feedback from the players as to what they want to do next. I don't want to invest a lot of time creating scenes and so forth in Roll20, only to realize the players are not interested. That said, they're pretty easy-going and are usually happy to go along with whatever I've got lined up.
1395411973
B Simon Smith
Marketplace Creator
Back when I had the time to run games, I was generating much of the content (macros, maps, tokens, etc.) myself. After I became heavily involved with running a publishing company, I put most of my better maps on the marketplace.
That's interesting! I see that you guys are handling tabletops by yourselves. :)
I usually assign one of the people in my group to be an assistant GM. The assistant is there to bounce ideas off of (though nothing game-breaking). I will also have them help me with level design, or creating a unique villain.
I recently made an entire gameworld and rule system by myself with the help of friends and others comments and feedback. The world setting is something of my own, an future sci-fi world with a good amount of character or race diversity and options. Rules are a mix of D10 and my personal choices from the games I enjoy playing. I make all my own maps and artwork, as well as campaigns ideas. However I play the GM probably different than most GMs. I try to create a world or a place for the players to adventure. Not exactly create an Adventure for the players. I make a setting, and let them act inside it, and I run the game as reactions to their actions and dealings. The negative side to this is its a more open world, and many players are not used to a more free or open game scenario that I run. I find most players wait for the GM to push them or plop a story in front of them. I usually will make "doors" for the players, and a door leads to a story, its up to them to walk through it most times. Maybe a little different way to GM, but as a player I like to RP my character, and not exactly go on the normal adventure. To me the adventure is role playing the character in the GMs world. Maybe i am crazy hahah xD I am very open to any feedback that brings comments or discussion to the table about the rules. I make a lot of notes for myself, and also at the end of games poke players who are still hanging out for feedback and or comments.
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