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Though I can see the allure in players getting to choose what they want to play that week.
As a GM though that would drive me absolutely bonkers, I like prepping researching the area, having all my Init cards pre made. Having exact Minis...etc..
I can Run Cold, I have run cold, I just hate doing it.
|Jiggy RPG Superstar 2012 Top 32 , Marathon Voter 2013, Dedicated Voter 2014, Star Voter 2015|
|Brett Sweeney Venture-Captain, Missouri—St. Louis aka ubiquitous42|
I think more like, they have a Bunch of Experienced GMs who just bring a bunch of crap with them to be able to run what ever people pick.
There is no prior list.
Yep, that's the gist of it. The regular GMs are ready to run just about anything, and each have a few scenarios that they prefer to run if there are players available for it.
To answer Chris's question from a few posts back, new GMs are handled in a more "typical" fashion. If a player is interested in GMing, I'll pick a scenario that I think is relatively easy to run (no Throaty Mermaid!), and let them borrow my paper copy a week in advance to prepare. For the day/night that they run, I make sure that they have GMing materials. This usually means lending them a battlemat or appropriate flip-mats, as well as minis from my collection. I also have physical copies of the hardcover books that they can borrow, but most players around here already own them.
I find that shortly after their first session, if not before, these new GMs start buying mats, minis, markers, and an initiative tracking method of their own. From there, it's all up to their comfort levels and quality of game.