I remember my first RPG session: I ran S. Andre’s Amulet of the Salkti for a bunch of classmates in primary school. It tanked: as I was basically the only one that was up for running games I didn’t have much to learn from so I kept on tanking for years, improving slowly. After a while I learnt that with what we would now call hexcrawls peppered with published adventures players enjoyed more (and allowed me to sneak in locations and plots if I felt inspired or simply rolled up something myself).
Go. Read both parts. Come back.
Ok, it’s not that mind shattering. But I realized three things:
First: I had a list I just needed to fill in to have enjoyable sessions.The first adventure I ran with this was a campaign reboot (why the campaign needed a reboot is a nice topic for another post) and the players were glowing. It almost never happened before. The following adventures were the same. Maybe it works for me because I just needed a “metagaming crutch” to make my games better: perhaps with more significant encounters, maybe because it’s focused towards the game user model.
Second: my left-sided brain realized that a GM is at the same time a content creator, an entertainer and an MC. GMs have to put adventure materials together, make a nice session out of them and keep the evening enjoyable and with a nice rhythm. Players have great responsibilities and RPGs are no democracy, but instant recall is always an option.
Third: you can’t get better than content created specifically for players. Sure, engaging all the PCs is good (I see it as a failure if it doesn’t happen) but I feel that engaging and entertaining all the players is the holy grail of RPGs (and downright impossible with a new group). Forget about deep plots, coherent settings, verosimile NPCs if players want gonzo sandboxes filled with ducks and flumph civilizations.
User Experience is King.