DM tips - what makes a good DM?

Umbran

Mod Squad
Staff member
Supporter

I'll disagree. There's one thing a GM really should know before he beings - the rules of the game he's using. You don't need to be a complete master of every little rules detail and nuance, but you ought to be thoroughly familiar with what is possible and what isn't under the rules, both for your monsters and NPCs and for the PCs.
 

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Rokes

First Post
To answer the thread title:

Simply put, a good GM is one that puts the enjoyment of the entire group, balanced between all the players and the GM, before ANYTHING else.
 

Hussar

Legend
Something to do before your campaign starts.

Sit down with all the players and talk about the campaign. As was mentioned, outline your expectations for the campaign. If you want to give the players tons of freedom and expect them to be in the drivers seat, be up front and tell them that. OTOH, if you are running a more plot heavy campaign, you need to tell the players that too.

Create the party together. Don't tell the players, "Go and make a 7th level character and give me the PC's background." You wind up with an entire party of people that have absolutely no reason to get together other than they all have a big "P" stamped on their foreheads.

Have the group talk about things as a group. One thing I insist on is that every PC must have at least one meaningful connection to two other PC's. That way, you have the players come up with reasons why they are together. Have them build their backgrounds together and it makes things much simpler in the future.

As to the specific question of quest giving - again, this goes back to your first conversation with the players. Since they have come up with a group background, you know, or at least should know, what that group's motivations are. Play to those motivations. If the group is centered around some element, either threaten that element or reward it. Maybe this town that they are in is directly related to the backstory of the group. There, instant motivation. Maybe the group is more mercenary. Ok, pay them. Carrots work much better than sticks.
 

Here are a couple of tips:

Although saying "yes" will make you popular with players it may lead to a non-fun game. Don't be afraid to say "no" to preserve fun for everyone.

Before character creation premise what you want or what you are running. You are heroes/good, no evil PCs. This will primarily be an urban campaign. Heavy roleplaying and fleshed out backgrounds appreciated.

Not every battle needs to be climatic. Don't be afraid to let the PCs overmatch a few opponents.

Don't be afraid to kill the characters. If the players sense that you will not let their characters die, or that you will bail them out of every bad decision or won't allow for bad luck, then the game will suffer. Roleplaying is at its best when there is conflict and drama. There is little drama in the life of an invincible PC.
 
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Bumbles

First Post
But if they decide to later swindle both parties and/or ambush and slaughter everyone the NPCs will take action. It is quite unrealistic to assume that everyone but the PCs is a moron and can be taken advantage of and/or killed with ease. Heroes yes, but all-powerful? Certainly not.

Indeed, however it's important to remember there's a difference between the PC's going on a massive bloodthirsty rampage and not doing what you want. I was more giving advice on the latter than the former.

If you want advice on the former, well, I'd advise talking with the players directly rather than handling it in game. That way you can ask if they want a bloodthirsty killfest like Doom...and decide whether or not you want to provide it.
 
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Mallus

Legend
Although saying "yes" will make you popular with players it may lead to a non-fun game.
Another approach is "say yes, then add complication and consequences".

There is little drama in the life of an invincible PC.
Which, of course, explains the success of characters like James Bond, Captain Kirk, the Batman, or the all-to-brief televisual life of Malcolm Reynolds.

There is little drama without consequence. Dying is only one of many consequences.
 
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Doug McCrae

Legend
If you avoid the classic GM mistakes then you're well on your way.

1. Railroading. This is making player choice irrelevant.

GM: You're in the wilderness. What direction do you want to travel?
Players: North.
GM: You can't, there's an impassible mountain range.
Players: East
GM: Army of invincible demons.
Players: West
GM: Impassible mountain range inhabited by invincible demons.
Players: South
GM: Congratulations, you find the adventure.

2. Playing favourites. This is favouring one player over the others. Giving him or her better treasure, a better station in life, more favourable NPC responses, etc.

3. Mary Sue GMPC. An NPC who travels with the party but is much more powerful than the PCs. All monsters are slain by the Mary Sue, all mysteries solved and so forth.
 


aboyd

Explorer
If, for example, a Thieve's guild has stolen the Crown Jewels, you could have the local Duke call on the PCs to investigate. Or, you could have them blunder into the middle of another robbery - the thief they catch is a coward, and is willing to give them a hint that something bigger is up if the PCs let him escape with his life.
I like this approach. Quoted for goodness.
 


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