Improv, and running combat encounters in interesting and challenging ways. Combat I can feel myself gradually improving on, but improv is an extreme challenge.
Really, I have run very few premade adventures and I think I need to spend more time doing those. In fact I am probably going to try to put a roll20 group together real soon for a one-shot.
@radix I guess I feel like it is the players that end up driving the combat parts (...and in interesting and challenging ways!).
Are you speaking of improv-ing encounters in general or when players take you off course?
@hardcorenarrativist I don't have the quick-witted creativity talent for making interesting things happen, and I also still can't seem to make interesting and challenging combat encounters for my players. So basically, every part of my games is bad :P
I'd really like to try a more story-oriented game system, but that would probably just highlight how bad I am at the first part. The collaborative games sound cool, but my players are very much not RPers so I'm not sure how well that would work.
@radix @hardcorenarrativist I'm not sure you have to be particularly creative to be a good GM. Sure it helps for on the fly stuff, but it's not required.
What I think is required is to be able to simulate a setting in your head or in notes. That may sound like being creative, but I most often ask the question "What should happen in reaction to the PC's actions?" Take them one at a time. Try to think the consequences all the way through.
My campaigns usually start a bit dull and pick up later.
@radix @hardcorenarrativist As far as scenario creation, I just go with the big list of RPG plots when I'm stuck.
@Emmett @hardcorenarrativist That's a good list. My trouble is mostly with minute-to-minute creativity more than overarching plot stuff. I think I have a pretty interesting scenario set up in my world, with lots of personal relationships set up with PCs, but I just can't execute it interestingly.
The problem is real-time fleshing out of the world, and interacting with NPCs. I am basically a dear in the headlights when I'm DMing. And I've been doing this for a couple years now...
@radix @hardcorenarrativist Have you tried being yourself when portraying NPCs? Simply asking "What would I do in this situation?" just like this was your character?
Once you get used to that, make little tweaks like funny voices. Maybe you just need practice getting into character.
For me, I ask myself questions when I feel I'm stuck. I also take time if I need it. Sometimes I fake looking up a stat if I need to stall. It's really ok to think things over for a few moments.
@radix for more story-oriented stuff, you might want to have a look at Fiasco and/or Apocalypse World. Very different games, but both have a certain "structure" that helps in the storytelling.
Also, have you seen "GM tips with Matt Mercer/Satine Phoenix" or Matthew Colville's fantastic videos? They might inspire you.
@hardcorenarrativist I have played a couple of games of Fiasco with various subsets of my group. We had several fun(ny) moments, but it's incredibly exhausting and difficult for us to execute. Really none of us are quick-witted :P
Yeah, I've seen a lot of that material and I love it :-)
@radix I have only played Fiasco once but I know what you mean! It's certainly a demanding game, but at least the burden is shared :-D Which I thought it would be an advantage, but maybe not! (given your answer) :-D
Yeah, Dungeon World is based on Apocalypse World. Any game "powered by the apocalypse" is based on AW. Have only tried one PbtA game once, and it was demanding at times, but it's more guided by a "DM" so maybe better for your group.
@radix @hardcorenarrativist Blades in the Dark has a ton of structure built into the game for how when and why things happen.
I'd be leery of most heavily narrative games if taking on a character is difficult. But because BITD has so much procedure, it might free up some brain space to handle the in character stuff.