EricNoah
Adventurer
This thread is a companion to the "What are your failings as a DM"? http://www.enworld.org/messageboards/showthread.php?s=&threadid=6497
Among my strengths are such diverse elements as fear, surprise, an almost fanatical dedication.... ACK!
Among my strengths are:
Interesting environments: I think in 3D when I'm planning buildings, rooms, etc. that will be combat areas. I think about ledges, arrow slits from one area into another, chasms, obsticals, places to gain cover, etc.
Interesting combat encounters: I typically have a good mix of critters and NPCs in any given encounter.
Developing encounters to allow a particular PC to shine.
Developing choke-points in adventures that aren't obvious. You know, like in a computer game where you need a specific key to enter the next part of the dungeon, but mine are never as obvious as keys or even physical objects.
Making "dungeons" semi-logical, at least doing a mental walkthrough to see where the inhabitants might keep falling into pits and so forth.
Developing interesting campaign premises -- the "hook" that the whole campaign revolves around.
Campaign continuity -- logging adventures so folks can refer back to those notes between sessions.
Among my strengths are such diverse elements as fear, surprise, an almost fanatical dedication.... ACK!
Among my strengths are:
Interesting environments: I think in 3D when I'm planning buildings, rooms, etc. that will be combat areas. I think about ledges, arrow slits from one area into another, chasms, obsticals, places to gain cover, etc.
Interesting combat encounters: I typically have a good mix of critters and NPCs in any given encounter.
Developing encounters to allow a particular PC to shine.
Developing choke-points in adventures that aren't obvious. You know, like in a computer game where you need a specific key to enter the next part of the dungeon, but mine are never as obvious as keys or even physical objects.
Making "dungeons" semi-logical, at least doing a mental walkthrough to see where the inhabitants might keep falling into pits and so forth.

Developing interesting campaign premises -- the "hook" that the whole campaign revolves around.
Campaign continuity -- logging adventures so folks can refer back to those notes between sessions.