I've run several games and look forward to running again. Right now my main game of choice is Pathfinder. I also would like to run Mutants and Masterminds and would love to be a player in a Savage Worlds game (though I'd try most games given the opportunity). I used to play a lot of oWoD awhile ago, never got into nWoD (no opportunity as much as anything else). Now, if I could keep someone who could keep me in a comfortable lifestyle so I can spend all my time designing and running adventures, then things would be good.
And as to the original poll, when I run a game, you can call me whatever you like as long as it involves the word, "Master."
I've had a few games fall apart, a long time ago. I learned not to invite players who couldn't be relied upon to show up.
I don't mind players taking things off the rails but I have been absolutely blindsided by the players deciding to do something I'd have no idea they'd do. I try to design a sandboxy world--lots of background--so I can adjust on the fly though. I don't mind that--and indeed sometimes it can be a lot of fun--but what does bother me is when the players themselves make certain plans, you count on those plans when you design the next adventure, and then they change their mind. Specifically, I ran a game where the players said several times that they were going to stop in the next city, take some downtime to gather contacts, allies, and craft equipment, before they went on to the next area where the big bads were. So I designed and populated the whole city and made sure they had ample opportunity to seek allies and get gear. One thing is I knew they were a little under equipped so I loaded the city with opportunities for them to resupply.
Then when they got there, after a very brief initial adventure, they decided they were just going to skip the city and go straight on to the next area they needed to get to. Leaving me with about 20 pages of unused notes, which I had written up solely because of the plans they themselves had made. AND they bitched and whined non-stop that they were under equipped, but never took the time to search for gear, buy it, or craft it.
Overall that was a good campaign, but that issue was extremely frustrating. I couldn't make them stay though--I suppose I could have dropped bigger plot hooks to keep them there, but even there, what plot hooks I did throw at them they just ignored.
Edited by DeathQuaker, 14 December 2012 - 07:51 AM.