In reply to 1492 (msg # 35):
I can't say much, because if I do I'd be breaking forum guidelines; bu t suffice to say I don't GM systems that don't have at least four metrics of value aka reward.
Combat lends itself to violence, so if a character is built to murder and slay than I reward that...with more destructive abilities.
Time lends itself to creation, so if a player is active, as in has post count above threshold, they have options to pursue social or artisan constructs. I Seldom allow both, but make exceptions.
Finally, practice of good table manners, being a friendly person, gets you the best Deck of Many Things a GM could offer. I won't get side tracked, but I value this above most other qualities these days. When I say Deck of Many Things, I don't mean that in some discrete sense, but that I will do you, the player, favors, allow fiat, give a stunt die or bonus, and most of all, give you scenes that feel like a home. The "Deck" is really just a fancy way of saying as luck comes my way IRL, I pass it on to you.
If this is off topic, I hope the spoiler will fix this.
Spoiler for more on that tangent: (Highlight or hover over the text to view)
Bear in mind, one doesn't replace another. It shouldn't either. I use KP (Kill Points) for my games that have high fatality rate of antagonists. Which is all I GM for years. Kill Points are spare ammunition. I use Time Units (which I never adjusted to abbreviate despite every prompt to) for stories, and sections of the game. Time Units vary by system, but generally if you can do more, and I (big emphasis on I, as GM) can remain abreast, I'll give you more free reign to handle what are essentially JPCs, joint player characters.
For me, however, if you want to talk your way out of combat, don;t bother getting high Diplomacy in D&D. It won't help the party, just your character. Blood makes the grass grow, and it's uncharacteristic of me to favor one approach over another.
So I let Godsmacking Juggernauts have their immunity. I let world killing spells exist. IF you're in competition with the other PCs, you will probably need to play competitive or find a niche. I need a character to have reason to stay in the story. If they don't have reason to be there, I ignore them. Not as in, don't read their posts, but have the "camera" (Players are the eyes, I am the sight) remain focused on what the scene is about. That's my job.
D&D has it's issues, but one thing I've found is Mulligan and Critical Role have it wrong on Milestone XP. XP is a VERY antiquated feature of D&D. Not just "it's not a number" but leveling without breadth. So I homebrew every game I GM, D&D or otherwise, to allow "...er" or "more" be distinct. Potency is something you can approach "...est" be it strongest, fastest, or whatever. More is something you gain in iterative of.
I lost everything in three years. That is, everything but the memories. So I GM how I was able to be GMed for. Some people don't synch well, and that's not bad news. As long as they're vocal, or answer me, I'm fine to part ways. I despise the practice of "commitment" to a game. I also don't resent it being a practice elsewhere. I also don't like playing literal physical miniatures; my hands shake. I'd rather cook food for the table than paint terrain and figures. I still appreciate these though. BBR has (or had, I haven't checked) a game that I would follow as archives were made. It was often incomplete, but I got a great deal of lessons by just reading his acumen to consistency. Other users are like that. I don't want to be like that, but I appreciate that others can, and I can learn from them. So that said, unless a player is rude, or checks in but doesn't post, I don't ban players. I've had the luck of being banned from GMs' games, only years later for them to join my games, and it was fun. I had a hayday. I never want to weigh the other luxuries I sacrificed for being a gaming addict, with other addicts that outgrew me...only after just shy of 20 years. I like to pass on the love.
I have time, my curse and blessing. I spend six hours a day ticing or suffering from OCD. It affords me the ability to have another six for leisure. So that's how I spend it, not in a rush, but on objective based projects. I add to the list, but I have many, many, many more X's out than crisp new ideas (that persist long enough to attempt). I think a objectives should be available for player and characters and for some just one or the other, and for others, both. Some players like the completionist cycle, others just want to do "the one thing". Like "avenge the goblins that killed my parents" I do that right out the gate. No need to waste time. If the character instead wants to kill a god, I pace the objective so they know what to expect. If they get bored in pursuit, I just contact players. Some players don't like that, and so they often leave my games. I also know some players just want a GM to let them do something outrageous. So I have places and stories to foster that.
I, or rather extensions of my physical brain (mental health is the apex of HEALTH. full stop.(, are my biggest hurdle or slog. So it's why I mostly GM.