I've run games of many shapes and sizes. From the BECMI red box version of D&D all the way to 5th edition, from Pathfinder to Cypher System, and even Fate Accelerated and Fate core. I go to several conventions a year and participate in organized play in order to get different points of view, different styles of play and to inspire my own games. Currently, I am only running once a week at Adventurers League at a face to face table, but before that, I used to run 4 games a week, with 4 different campaigns.
However, I do want to get back into it again. I have two separate campaigns I would like to run, both using 5e rules, one for high fantasy and one for far future/science fiction. Both are currently incubating and are not ready for circulation just yet, but I am hoping by the middle of the year, I can at least be ready to run 1 (one) game of either stripe.
For the most part, I like to run games that are as close to RAW as possible. However, there are many situations and conditions that are not available via RAW, and for those, I discuss possible fair rulings with the players and then use that for future resolutions of those situations and conditions. There are also some things that are somewhat unfair to players in the rules. So long as the effects are minor and not game destroying, I can also then discuss rules changes with the players and use those rules for future situations. That being said, I like to keep changes to a minimum and stick to publicly available rules clarifications such as errata or columns like Sage Advice.
I have two different GM Styles: one for organized play and one for home games. The style I use for organized play is to give as much of the flavor of whatever module or scenario I'm running to the players. Sometimes I have to change things, but even in those cases, I want to keep the flavor intact while still keeping within the letter of the organized play rules. The style I use for home games is one that I like to keep in the flavor of the world, but whose story I can change at will, since I'm the one that's writing the adventure and responsible for running it. For home games that I write myself, players have world-changing effects and actions as well as plenty of player agency, and their actions determine what happens in the next adventure or part of the campaign. When I'm running a module that's a sandbox, players have run of the entire place, experiencing growth / rewards as they discover parts of the central story and taking risks to do so. No adventure is ever without risk, whether it is in combat, whether it is a social situation or in discovery of a dangerous, but exotic place. Without managed risk, there is no reward.
As a player, I like to be able to contribute to the party, whether that is with healing as a cleric, battlefield control as a wizard or holding the line and being at the front of the combat as a fighter, there needs to be some sense of being able to help with a favorable outcome.
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