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Bad DM'GM'ing
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<blockquote data-quote="Hand of Evil" data-source="post: 5057759" data-attributes="member: 371"><p>See the links (if they are working) in my sig for advice...</p><p></p><p style="margin-left: 20px">One of the worse cases of bad DMing I saw was at GENCON a number of years ago and I took its lesson to heart (1e rules). DM explained why we were surprised, attacked and killed after opening a door. He explained that "light" created a globe around us that penetrated the walls, floor, cealing, and doors before us, letting the monsters know we were coming. It was pointed out to him that the rules showed that you could cast 'light' on an object and place it in a tube to create a flashlight, which showed it did not work as he ruled but that did not matter, we were DEAD! </p><p></p><p>What, I took away from this:</p><ol> <li data-xf-list-type="ol">House rules - provide your views and take of rules before your game. Better to write and hand them out. Also, find out if players have their own views and questions on things. <br /> </li> <li data-xf-list-type="ol">Side Bar & Game follow up - Provide a forum for players and you to discuss events from the game. This could be just a follow up, to even helping the player improve their character, answer questions and just get a feeling of the direction of the game.<br /> </li> <li data-xf-list-type="ol">For every action, there is a reaction - Railroading is bad, but to make a living and interesting game think about what happens after an event. Too many tavern burning down from bar fights with the characters and someone is going to be thinking they are arsonist! See what happens, when a guy comes to them and ask them to take care of a warehouse! Just think about what happens after the party finishes with an adventure, it can be used to provide a connection for the players to the game.</li> </ol></blockquote><p></p>
[QUOTE="Hand of Evil, post: 5057759, member: 371"] See the links (if they are working) in my sig for advice... [INDENT]One of the worse cases of bad DMing I saw was at GENCON a number of years ago and I took its lesson to heart (1e rules). DM explained why we were surprised, attacked and killed after opening a door. He explained that "light" created a globe around us that penetrated the walls, floor, cealing, and doors before us, letting the monsters know we were coming. It was pointed out to him that the rules showed that you could cast 'light' on an object and place it in a tube to create a flashlight, which showed it did not work as he ruled but that did not matter, we were DEAD! [/INDENT] What, I took away from this: [LIST=1] [*]House rules - provide your views and take of rules before your game. Better to write and hand them out. Also, find out if players have their own views and questions on things. [*]Side Bar & Game follow up - Provide a forum for players and you to discuss events from the game. This could be just a follow up, to even helping the player improve their character, answer questions and just get a feeling of the direction of the game. [*]For every action, there is a reaction - Railroading is bad, but to make a living and interesting game think about what happens after an event. Too many tavern burning down from bar fights with the characters and someone is going to be thinking they are arsonist! See what happens, when a guy comes to them and ask them to take care of a warehouse! Just think about what happens after the party finishes with an adventure, it can be used to provide a connection for the players to the game. [/LIST] [/QUOTE]
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