@Coin said in GMs: Typical Player/GM Bad Habits:
Bad GM Habit: Wasting player's time when they know a lengthy and/or convoluted and/or complex action is going to lead nowhere. Especially on MUs, where that can take weeks or months of the player's time and effort. Just tell them.
My rule of thumb as a GM, both in the tabletop campaign I run and even moreso as a GM on MU*s (where actions can take a lot longer than they do at a table with dice), is that the answer should pretty much never be "no". Sometimes if their idea is brilliant but wouldn't work with what I have planned, I change the plans. If the action won't work at all, I strive to always give a "no, but..." with some other avenue to look into, some hint to steer them down a different path.
Either way, my goal as a GM is that the players should never feel like they're wandering aimlessly in a darkened room, smacking into walls and never finding a door out.
@Pyrephox said in GMs: Typical Player/GM Bad Habits:
Trying to make sure that the consequences of actions that players take, whether they are successes or failures for the PCs, are fun for the players. Which sometimes leads to a PC intimidating the hell out of a group of gang members and short-circuiting what had been PLANNED to be a combat, but which later led to a pretty awesome car scene with other gang members t-boning the PCs' getaway car at speed.
Yes! Another GM rule-of-thumb I use is that the enjoyment of the players matters more than the purity of my narrative. I mean, especially in tabletop games, I have to be ready to adapt at a moment's notice, and if I've invested emotional energy in a storyline going a specific way, I'd potentially feel disappointed/frustrated if the players did something unexpected.
If they want to sideline into something else—if they come up with some other way to solve the problem that would actually work—I should let that happen if I can.
@Pyrephox said in GMs: Typical Player/GM Bad Habits:
No-selling character skills and abilities. I don't want or expect a single PC ability to be an instant win button on any scenario, but the times when GMs have shut down or bent over backwards to decide a character's extremely relevant skills/abilities Just Don't Work because they didn't think about them when building the challenge is kinda silly. And makes me grumpy.
It's frustrating to set up a complex and challenging situation only to see a player spot an end-run around it which you didn't plan for. This happened to me early on in my current campaign, when I had planned out this elaborate combat scenario where the party was going to have to fight their opponents while in an inn that was actively burning down; I had rules for how the fire would spread, and I figured it would force them into a smaller and smaller active battle area and impose a sense of urgency to the battle.
And then the druid was like, "Oh, I've got Gust of Wind! If I read this right, I should be able to blow out the fire in a straight line for sixty feet in any direction. Can I use that to carve a path through the flames?"
Welp.
But in those situations, you run with it! As with the reply to the last quoted block, it's generally far more fun for players to let a creative application of a player skill or resource succeed than to block it. Even if you're sure that battle would've been spectacular in its original form (which I am), that fun will be tainted if the players go in feeling sullen that they were blocked by GM fiat on utilizing skills and resources.