I recently shared this with a friend and thought it is worth mentioning here as well.
As a GM, I have one big weakness that's very difficult to overcome:
I am kind.
In the GM seat you sometimes have to take the role of adversary - the monsters are trying to capture/maim/kill the heroes and they're not going to pull their punches. Now, I am fortunate that my dice rolls are rarely deadly, but when they are, I sit with a real emotional conundrum of wanting my player characters to overcome whatever obstacle I've thrown at them.
Last year, I did a Pugmire oneshot with friends - veteran and newbie players. The game was okay, there were a few mechanical snags that I hadn't foreseen and didn't know how to amend on the fly, but the biggest truthful critique I received from the encounter was "You're too kind."
I'm not competitive, and I think that also is the reason why my encounters are rarely deadly. It's difficult for me to think to 'win' even if for only the brief moment where I'm thinking like the villain.
Knowing your weaknesses is just as important as knowing your strengths. Because there's no way that you're going to balance and improve if you're not aware on what you should be working on.
So how does one stop being a kind GM? I have no friggen clue, but I am practicing by trying to distance myself emotionally from the fights my villains inevitably have against my players' characters. And it is something I feel like I should be working on. Not because I want to be a mean, old hag who makes players miserable, but because I had a few combat encounters where players were genuinely worried and triumphed and were beautifully rewarded for the tense encounter. That's something I'd like to see more of. But I don't believe in a GM bringing in Deus Ex Machina when things go poorly... it's either a win or a wash and that is always going to be a gamble.





