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	<title>Comments on: GMing: Art, Craft or Science?</title>
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	<link>http://www.treasuretables.org/2006/08/gming-art-craft-or-science</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: John Arcadian</title>
		<link>http://www.treasuretables.org/2006/08/gming-art-craft-or-science/comment-page-1#comment-3586</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Wed, 23 Aug 2006 10:41:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=447#comment-3586</guid>
		<description>I like the numbering ilawn came up with, and the additions to the cateogries.  

In this case I&#039;m going to go with situation specific as my answer.  This all depends on the GM.  I&#039;ve seen very heavy rules GMs who make it science.  I&#039;ve seen artistic GMs (I&#039;d put myself about 30 percent in this category) who just sit down and improv a whole session and do it well, that&#039;s definately art.  I&#039;ve also seen people who mix the two, drawing full inspiration but using the rules.  I consider this the craft of it.</description>
		<content:encoded><![CDATA[<p>I like the numbering ilawn came up with, and the additions to the cateogries.  </p>
<p>In this case I&#8217;m going to go with situation specific as my answer.  This all depends on the GM.  I&#8217;ve seen very heavy rules GMs who make it science.  I&#8217;ve seen artistic GMs (I&#8217;d put myself about 30 percent in this category) who just sit down and improv a whole session and do it well, that&#8217;s definately art.  I&#8217;ve also seen people who mix the two, drawing full inspiration but using the rules.  I consider this the craft of it.</p>
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		<title>By: rick the wonder algae</title>
		<link>http://www.treasuretables.org/2006/08/gming-art-craft-or-science/comment-page-1#comment-3585</link>
		<dc:creator>rick the wonder algae</dc:creator>
		<pubDate>Wed, 23 Aug 2006 03:51:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=447#comment-3585</guid>
		<description>I&#039;ve always considered it an art.  Not because anyone else here is wrong mind you but because I&#039;m anal retentive and crafts produce physical results, which DMing doesn&#039;t and sciences are mathmatical, absolute and repeatable, which DMing isn&#039;t.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always considered it an art.  Not because anyone else here is wrong mind you but because I&#8217;m anal retentive and crafts produce physical results, which DMing doesn&#8217;t and sciences are mathmatical, absolute and repeatable, which DMing isn&#8217;t.</p>
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		<title>By: Crazy Jerome</title>
		<link>http://www.treasuretables.org/2006/08/gming-art-craft-or-science/comment-page-1#comment-3584</link>
		<dc:creator>Crazy Jerome</dc:creator>
		<pubDate>Wed, 23 Aug 2006 00:16:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=447#comment-3584</guid>
		<description>I think GMing is 100% craft.  But then, I think all art that is worth a flip is simply a craft done so well that it takes on an aesthetic component. (I&#039;m aware that many people disagree with that definition.) :D

A background in some aesthetic disciplines may help the craft.  A background in logic, psychology, etc. may help in certain areas.  Natural talent will help.  But it&#039;s possible to neglect any of those and still have a good game.  (Maybe not one that will appeal to certain people, but certainly one that will appeal to some people.)  If you got no craft, you got no game worth playing. :D</description>
		<content:encoded><![CDATA[<p>I think GMing is 100% craft.  But then, I think all art that is worth a flip is simply a craft done so well that it takes on an aesthetic component. (I&#8217;m aware that many people disagree with that definition.) <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>A background in some aesthetic disciplines may help the craft.  A background in logic, psychology, etc. may help in certain areas.  Natural talent will help.  But it&#8217;s possible to neglect any of those and still have a good game.  (Maybe not one that will appeal to certain people, but certainly one that will appeal to some people.)  If you got no craft, you got no game worth playing. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2006/08/gming-art-craft-or-science/comment-page-1#comment-3580</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Tue, 22 Aug 2006 22:34:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=447#comment-3580</guid>
		<description>I hadn&#039;t considered either social science or natural talent, and I agree that both of them play a role. Great points!</description>
		<content:encoded><![CDATA[<p>I hadn&#8217;t considered either social science or natural talent, and I agree that both of them play a role. Great points!</p>
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		<title>By: Alex</title>
		<link>http://www.treasuretables.org/2006/08/gming-art-craft-or-science/comment-page-1#comment-3577</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Tue, 22 Aug 2006 20:50:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=447#comment-3577</guid>
		<description>Admiting my bias as a social scientist I think that the science aspect is more important than many realize. Truly understanding the rules set is very scientific (and studies hav shown that increased science and math grades are one of the many benefits of playing RPGs), and I feel that there is a strong social science component for GMing.

In order to be a truly great GM one must be able to make adventures, characters and other thematic elements that engage one&#039;s gaming group. While all writers want a broad audience they also accept that some people will not like thier style. GMs have less of this luxury. They need to be able to read and understand thier players preferences and needs in order to craft stories that will engage them. Moreover they need to be able to blend the various needs so _all_ players feel engaged. So from this model I see a GM as a sociological craftsman if you will, in some ways similar to a performance artist, using thier craft to express a message to a small group in a way that they will understand and appreciate.</description>
		<content:encoded><![CDATA[<p>Admiting my bias as a social scientist I think that the science aspect is more important than many realize. Truly understanding the rules set is very scientific (and studies hav shown that increased science and math grades are one of the many benefits of playing RPGs), and I feel that there is a strong social science component for GMing.</p>
<p>In order to be a truly great GM one must be able to make adventures, characters and other thematic elements that engage one&#8217;s gaming group. While all writers want a broad audience they also accept that some people will not like thier style. GMs have less of this luxury. They need to be able to read and understand thier players preferences and needs in order to craft stories that will engage them. Moreover they need to be able to blend the various needs so _all_ players feel engaged. So from this model I see a GM as a sociological craftsman if you will, in some ways similar to a performance artist, using thier craft to express a message to a small group in a way that they will understand and appreciate.</p>
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		<title>By: Ilwan</title>
		<link>http://www.treasuretables.org/2006/08/gming-art-craft-or-science/comment-page-1#comment-3576</link>
		<dc:creator>Ilwan</dc:creator>
		<pubDate>Tue, 22 Aug 2006 19:25:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=447#comment-3576</guid>
		<description>Thats a diffucult one. Just to throw some numbers out (its easier if your a non native english speaker):

Art: 20
Craft: 60
Science: 10
Natural Talent: 10

I see it mostly as a craft. In a craft artistry and science (as advanced training) also play a part to move to a new level of craft, but its mostly craft and the experience in the craft.</description>
		<content:encoded><![CDATA[<p>Thats a diffucult one. Just to throw some numbers out (its easier if your a non native english speaker):</p>
<p>Art: 20<br />
Craft: 60<br />
Science: 10<br />
Natural Talent: 10</p>
<p>I see it mostly as a craft. In a craft artistry and science (as advanced training) also play a part to move to a new level of craft, but its mostly craft and the experience in the craft.</p>
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