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23 Bad Habits of Otherwise Successful GMs
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<blockquote data-quote="Crothian" data-source="post: 6035909" data-attributes="member: 232"><p>I'm going to go down the list and offer better feedback. I like the idea of the list and I always enjoy reading ways to improve my own DMing skills. </p><p></p><p> <strong>Rail-Roading</strong></p><p></p><p>The way you define railroading is well done. It is not the railroad itself that is bad, but the reaction to players that want to do something else. As long as the players don't mind or even want a rail road (and I've DMed for a group like that) then railroading is perfectly okay.</p><p> </p><p><strong>2. Disregard of ‘Unimportant’ Rules</strong></p><p></p><p>This is more playstyle and allowing story to trump rules. Sometimes a DM has a great idea he wants to try but needs the players to get captured first. I for instance am running Serpent Skull Adventure Path by Paizo and that starts with something similar. At the very least I would say it is okay to use occasionally with the right group, but too much even for players that don't mind it would not be good.</p><p> </p><p><strong>3. A Sense of Balance</strong></p><p></p><p>I don't have much to say on balance because honestly I don't care about balance. I do think that DMs who do this probably also suffer from the next one.</p><p> </p><p><strong>4. Taking Things too Seriously</strong></p><p></p><p>Even Grisham has written some bad books, but I'm still a fan of his. It is just a game though it can take people a while to realize that.</p><p> </p><p><strong>5. Lack of Rules</strong></p><p><strong></strong></p><p></p><p> Rules are for sissies. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> I think the free wheeling nature of some DMs works great but when they try to write down how they do it it fails. I can't adequate describe how I do it and I wouldn't want to. Much is instinct based on decades of gaming. Rules are important and DM's that toss them aside willy nilly successfully are rare.</p><p></p><p><strong>6. Poorly Thought-Out Adventures</strong></p><p></p><p>I compare this to Monty Python. They would have a cool idea and just run with it but wouldn't always know a good set up or a good conclusion. It worked for them as sketch comedy can handle this. Coming up with original well thought adventures is a tough thing. DM's many times seem to come up with an idea but don't know really what to do with it. I think that is where the problem comes from more then just forgetting details or a lazy DM.</p><p></p><p><strong>7. GMs as Players</strong></p><p></p><p>It can be a problem but for certain circumstance it can work. Like rotating DMS, or a solo campaign, or running games for children. Mostly though I would recommend just not doing it. </p><p> </p><p><strong>8. Forgetting to say ‘Yes’</strong></p><p></p><p>It is something every DM does from time to time. A more important thing I think is knowing when to say No. </p><p></p><p>no nine....</p><p> </p><p><strong>10. Never Admitting they’re Wrong</strong></p><p></p><p>This is a life lesson everyone learns at some point. I'm wrong more often then I'm right these days. </p><p> </p><p><strong>11. Being a Pushover</strong></p><p></p><p>This can be tough especially if you game with friends. I hate to frustrate my friends and not allow them to do things but at thee same time I have to be in charge and tell them No. But I prefer to work with the player and figure out a way to do what they want but still have it work. For instance one player in the current campaign asked for an intelligent weapon and I said yes and just made his current weapon become intelligent. That might seem like a pushover just giving it to him like that but this just became a plot point, an NPC, and frankly something I can use to have fun.</p><p> </p><p><strong>12. Ignoring the Action</strong></p><p></p><p>Again this is playstyle. I ran a great Thieves World campaign that detailed every day that the campaign lastly. PCs had to worry about getting food each day as they were all poor, and daily survival was an issue. Dealing with NPcs and finding deals and hunting down certain items was part of the game. I would not do this in many other campaigns but for Thieves World it was what the game was.</p><p> </p><p><strong>13. Non-Combat, What’s That?</strong></p><p></p><p>Again, Playstyle. Not my playstyle but it has it's place in the hobby. </p><p></p><p><strong>14. Weird, Cheating Dice</strong></p><p></p><p>Players Cheat; DM's improvise</p><p> </p><p><strong>15. Overdeveloped sense of Fairness</strong></p><p></p><p>I can see a DM going down this road. I don't; I admit to my players when I'm being unfair. In fairness though I'm unfair to each player so I guess it evens out.</p><p> </p><p><strong>16. Lack of Rewards</strong></p><p></p><p>Treasure is not the only reward but it is the only one you mention. Sometimes finding out key parts of the plot, or accomplishing a mission is its own reward. Hell, sometimes a5 hours of slaughter is reward enough. </p><p> </p><p><strong>17. Outlawing Dice Towers</strong></p><p></p><p>Never heard of this one. We don't use them. I don't own one, but I wouldn't care if one of my players did. I might make fun of him for it but other then that it would be okay.</p><p> </p><p><strong>18. In-game Chat</strong></p><p></p><p>It's a tough balance. I don't enforce the "Yes your player said that" to often, but I do use it to make players aware of what they say and how they say it. </p><p> </p><p><strong>19. Disappearing Treasure Hoard Trick</strong></p><p></p><p>Playstyle again. I've had the Dragon with 100gp just because it was a funny. They later found out the dragon had a gambling problem and that was why it didn't have any treasure. </p><p></p><p></p><p><strong>20. Goblins Only Carry Copper</strong></p><p></p><p>Honestly, if I ever had a player make this complaint the next group of goblins they killed would have nothing in their pockets. </p><p> </p><p><strong>21. Thieves steal all of your Treasure</strong></p><p></p><p>This one is awesome, just don't use it often like maybe once every other campaign. But it is a great plot hook and it makes the players think about how to get it back and how to have an effective character with no magical items. </p><p> </p><p><strong>22. Cursed Magic Items</strong></p><p></p><p>I would consider this old school verse new school. I rarely use cursed items as they are rarely fun.</p><p></p><p> </p><p><strong>23. Poor Descriptions</strong></p><p></p><p>This can be a problem. But so can descriptions that are too detailed. It is hard to find a good balance. </p><p></p><p><strong></strong></p><p><strong>23 1/2. GM's Pet NPC</strong></p><p></p><p>I love my Pet NPCs! However, they are never there to outshine the PCs. I mostly use them for plot devices, comedy relief, support roles, or just to annoy the players.</p></blockquote><p></p>
[QUOTE="Crothian, post: 6035909, member: 232"] I'm going to go down the list and offer better feedback. I like the idea of the list and I always enjoy reading ways to improve my own DMing skills. [B]Rail-Roading[/B] The way you define railroading is well done. It is not the railroad itself that is bad, but the reaction to players that want to do something else. As long as the players don't mind or even want a rail road (and I've DMed for a group like that) then railroading is perfectly okay. [B]2. Disregard of ‘Unimportant’ Rules[/B] This is more playstyle and allowing story to trump rules. Sometimes a DM has a great idea he wants to try but needs the players to get captured first. I for instance am running Serpent Skull Adventure Path by Paizo and that starts with something similar. At the very least I would say it is okay to use occasionally with the right group, but too much even for players that don't mind it would not be good. [B]3. A Sense of Balance[/B] I don't have much to say on balance because honestly I don't care about balance. I do think that DMs who do this probably also suffer from the next one. [B]4. Taking Things too Seriously[/B] Even Grisham has written some bad books, but I'm still a fan of his. It is just a game though it can take people a while to realize that. [B]5. Lack of Rules [/B] Rules are for sissies. :D I think the free wheeling nature of some DMs works great but when they try to write down how they do it it fails. I can't adequate describe how I do it and I wouldn't want to. Much is instinct based on decades of gaming. Rules are important and DM's that toss them aside willy nilly successfully are rare. [B]6. Poorly Thought-Out Adventures[/B] I compare this to Monty Python. They would have a cool idea and just run with it but wouldn't always know a good set up or a good conclusion. It worked for them as sketch comedy can handle this. Coming up with original well thought adventures is a tough thing. DM's many times seem to come up with an idea but don't know really what to do with it. I think that is where the problem comes from more then just forgetting details or a lazy DM. [B]7. GMs as Players[/B] It can be a problem but for certain circumstance it can work. Like rotating DMS, or a solo campaign, or running games for children. Mostly though I would recommend just not doing it. [B]8. Forgetting to say ‘Yes’[/B] It is something every DM does from time to time. A more important thing I think is knowing when to say No. no nine.... [B]10. Never Admitting they’re Wrong[/B] This is a life lesson everyone learns at some point. I'm wrong more often then I'm right these days. [B]11. Being a Pushover[/B] This can be tough especially if you game with friends. I hate to frustrate my friends and not allow them to do things but at thee same time I have to be in charge and tell them No. But I prefer to work with the player and figure out a way to do what they want but still have it work. For instance one player in the current campaign asked for an intelligent weapon and I said yes and just made his current weapon become intelligent. That might seem like a pushover just giving it to him like that but this just became a plot point, an NPC, and frankly something I can use to have fun. [B]12. Ignoring the Action[/B] Again this is playstyle. I ran a great Thieves World campaign that detailed every day that the campaign lastly. PCs had to worry about getting food each day as they were all poor, and daily survival was an issue. Dealing with NPcs and finding deals and hunting down certain items was part of the game. I would not do this in many other campaigns but for Thieves World it was what the game was. [B]13. Non-Combat, What’s That?[/B] Again, Playstyle. Not my playstyle but it has it's place in the hobby. [B]14. Weird, Cheating Dice[/B] Players Cheat; DM's improvise [B]15. Overdeveloped sense of Fairness[/B] I can see a DM going down this road. I don't; I admit to my players when I'm being unfair. In fairness though I'm unfair to each player so I guess it evens out. [B]16. Lack of Rewards[/B] Treasure is not the only reward but it is the only one you mention. Sometimes finding out key parts of the plot, or accomplishing a mission is its own reward. Hell, sometimes a5 hours of slaughter is reward enough. [B]17. Outlawing Dice Towers[/B] Never heard of this one. We don't use them. I don't own one, but I wouldn't care if one of my players did. I might make fun of him for it but other then that it would be okay. [B]18. In-game Chat[/B] It's a tough balance. I don't enforce the "Yes your player said that" to often, but I do use it to make players aware of what they say and how they say it. [B]19. Disappearing Treasure Hoard Trick[/B] Playstyle again. I've had the Dragon with 100gp just because it was a funny. They later found out the dragon had a gambling problem and that was why it didn't have any treasure. [B]20. Goblins Only Carry Copper[/B] Honestly, if I ever had a player make this complaint the next group of goblins they killed would have nothing in their pockets. [B]21. Thieves steal all of your Treasure[/B] This one is awesome, just don't use it often like maybe once every other campaign. But it is a great plot hook and it makes the players think about how to get it back and how to have an effective character with no magical items. [B]22. Cursed Magic Items[/B] I would consider this old school verse new school. I rarely use cursed items as they are rarely fun. [B]23. Poor Descriptions[/B] This can be a problem. But so can descriptions that are too detailed. It is hard to find a good balance. [B] 23 1/2. GM's Pet NPC[/B] I love my Pet NPCs! However, they are never there to outshine the PCs. I mostly use them for plot devices, comedy relief, support roles, or just to annoy the players. [/QUOTE]
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