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Systems by thier nature lead somewhat encourage munchkin tendancies - but by the same token, if you're the GM and your players are munchkin'ing it's largely your own fault.
One thing that a GM really has to be able to do (in my opinion) is evaluate what it is your players are looking for - and then provide it. Muchkin players get satisfaction from certain kinds of encounters, so you should endeavor to provide that player with that sort of interaction (or not play with them, I guess)
Given I used to run a lot of games for conventions, I've had to deal with every kind of player under the sun[1] and I don't believe there's *anyone* you can't provide a good experience for - not that I've always succeeded, but that's my fault not theirs.
More importantly, I think you can provide a good experience even when all of your players are seeking dramatically different things from the game, and still keep them all interested. It's exactly that balancing act which is most fulfilling when it pans out.
Anyways, a GM should be paying attention to the people playing and the ways they play. GM enough and you'll be able to pick types pretty consistently - so you'll be able to tell the difference between the person who's quiet because they're playing a lot of stuff over in their mind (and enjoying that) and the bloke who's sulking because you took away his magic flute.
If you're in a campaign game as a GM (rather than a single session) you should already know what it is your players enjoy. If you don't, ask them after each session. You should also know what *you* want from the game, and encourage that - by smiling, by complimenting, by giving XP.
Ultimately, being a good GM means being a good people person - because the ultimate reason you're doing this is because people enjoy it - and hopefully you enjoy people enjoying themselves.
[1] To give some background, I've run about 600 hours of convention games for (I'd say) approx 500 different players. This mainly due to spending about 8 years GM'ing for 2-3 cons a year (generally running one game for about 5-10 three hour sessions of different players). |
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