This is generally an exciting wheel of time. When I designed the Detective game, I used all of my 30 years of experience in RPG games. I managed to create a board game that is very close to what RPGs are. It offers just as exciting, engaging an experience but does not require a Dungeon Master. Two years ago, when we played Detective again and I saw how much players enjoyed it, it hit me like a bolt of lightning – I can reverse this! Just as RPGs improved Detective and gave it a lot of solutions and ideas, I can have fun the other way around – take a few solutions from Detective and introduce them into my RPG sessions. This twist changed the style in which I currently run RPG sessions.
I have to admit to my biggest weakness as a Dungeon Master. I can’t improvise. When players come up with an idea that surprises me, and I have to come up with something on the spot, I feel very uncomfortable with it. I’m a perfectionist in this regard – I like when the scenes, meetings, NPCs that appear during the session were previously prepared, thought through, and nicely presented.