This is something of a follow up to yesterday's post. Yesterday I talked about the need to focus on the positive aspects of one's game instead of always focusing on the negative. Today I want to write down the things that I feel I do well. The things that are strengths in my game. In other words, reasons why a player would enjoy being in my game.
I feel that I do a good job of keeping my focus moving around the table while still allowing for people to interact with each other. A good amount of my recent games haven't had a focused group of adventurers but rather room for the individual PCs to wander around and do their own thing with paths intersecting on occasion - or occasionaly by design. Because of this I've had to keep my attention shifting from player to player so that someone doesn't get ignored for a prolonged period of time. Sometimes this involves telling a player that "we'll come back to this in a minute" and sometimes it just means wrapping up a scene and finding the person who has been waiting the longest. Either way, while not perfect, it is something I feel I do well as a GM and is something several of my players have commented on as a strength.
This wasn't something I thought of until a couple of my players mentioned it. I tend to keep in control of my games in a way that still lets everyone do their thing but without letting a couple of players run roughshod over the game as they may do in other games. Now, that running roughshod isn't necessarily a bad thing from a player perspective, but two of my players specifically expressed that they like how I manage to let everyone do something while still making sure everyone got a moment. This is kind of an expansion of the above, but different enough I wanted to give it its own header.
I Don't Force Things
I don't feel the need to force feed my plot down my players' throats. If they want to go and do something else they can. If I have something I need to do to move the plot along, but the players are having fun doing something else then I sit back,wait, and let the players enjoy the RP. At the same time if something has to happen at location X for the plot to kick off, but everyone wants to go to locations V, Y, Z, and B then I don't prevent that from happening. Players are allowed to explore and venture around the world as they want. Still, that doesn't mean the areas where they aren't just stop functioning...
Actions Have Consequences
One of the big things players have told me they like is that in my game actions have consequences. If you need to go to location X to do something but instead go to Y well, you can, but you may lose the opportunity to do the thing at X. At the same time, the world reacts to what the PCs do, both positively and negatively, and molds around them. A king who has been insulted isn't going to be happy with the PCs because the plot demands it. Though, he may still use them if he needs to and it is in character for him.
There are a few other things I feel I do well, or that were mentioned that I do well with, but these are the big ones. So, what about you? What do you do well?