Ydars
Explorer
Another thread got me thinking about the last year, where I have seriously played (D&D 3.5) for probably the first time in 20 years. The last time I actually played this seriously was during the games of Tunnels and Trolls that got me into the hobby in the first place c.a 1984
Before this year, playing was something I had little real time for, and was just a rest when I lacked inspiration or had burn't out, or was just because someone else wanted to have a go at DMing. Secretly, all I wanted to do after a few sessions was DM again and I think I was missing something as a result: I did not really, truly understand what a player is looking for in a good game. It is not that I was a bad DM: I am accounted quite a good one, but I didn't really understand the game from a player's perspective.
I have learned that some of the things we DMs think are "funny" and/or "challenging" and that some of our ways of dealing with issues of balance and realism are not very player friendly and are quite frustrating.
For example, neutralsing player abilities through use of monsters that are not vulnerable is seriously annoying when you are playing. Similarly, tactics that completely blast a character out for a fight (like stunning, paralysis etc) are also quite annoying unless you play a fast-paced game where there is plenty of combat each session and so, lots of other chances to "make a difference".
Similarly, not using various parts of the game, because you (the DM) don't really like them is also not very player friendly: I am thinking of DMs who hate wilderness adventures and the effect this has on players of Rangers and Druids, or DMs who hate traps and puzzles and the effect this has on players of Rogues. Or DMs who hate social interaction or intrigue and the effect this has on players of Bards.
I have also learned how important OPTIONS are to players to neutralise some of the above and how annoying it would have been if the DM had said "you can't use this feat". I am not talking about the game-breaking non-WoTC stuff, I am talking about legitimate options that allow Rangers to be more effective in a dungeon or rogue feats that let them sneak attack constructs etc.
In terms of mechanics, being a player has also improved my knowledge of FEATs and spell abilites 1000 fold and I am almost afraid to get back into the DM chair because now I can see how to batter any party with even a few simple tactics that use only level 1-3 spells and give well built monsters SIGNIFICANT advantages.
I would go so far as to say that ALL DMs would benefit from sitting on the other side of the screen for an extended period and actually engaging with the game in a meaningful way that completely shifts their perspective. I know some of you do and have always done this: hats off to you, this is how it should be.
So I would like to know: what have YOU learned from playing that has helped you to be a better DM?
Before this year, playing was something I had little real time for, and was just a rest when I lacked inspiration or had burn't out, or was just because someone else wanted to have a go at DMing. Secretly, all I wanted to do after a few sessions was DM again and I think I was missing something as a result: I did not really, truly understand what a player is looking for in a good game. It is not that I was a bad DM: I am accounted quite a good one, but I didn't really understand the game from a player's perspective.
I have learned that some of the things we DMs think are "funny" and/or "challenging" and that some of our ways of dealing with issues of balance and realism are not very player friendly and are quite frustrating.
For example, neutralsing player abilities through use of monsters that are not vulnerable is seriously annoying when you are playing. Similarly, tactics that completely blast a character out for a fight (like stunning, paralysis etc) are also quite annoying unless you play a fast-paced game where there is plenty of combat each session and so, lots of other chances to "make a difference".
Similarly, not using various parts of the game, because you (the DM) don't really like them is also not very player friendly: I am thinking of DMs who hate wilderness adventures and the effect this has on players of Rangers and Druids, or DMs who hate traps and puzzles and the effect this has on players of Rogues. Or DMs who hate social interaction or intrigue and the effect this has on players of Bards.
I have also learned how important OPTIONS are to players to neutralise some of the above and how annoying it would have been if the DM had said "you can't use this feat". I am not talking about the game-breaking non-WoTC stuff, I am talking about legitimate options that allow Rangers to be more effective in a dungeon or rogue feats that let them sneak attack constructs etc.
In terms of mechanics, being a player has also improved my knowledge of FEATs and spell abilites 1000 fold and I am almost afraid to get back into the DM chair because now I can see how to batter any party with even a few simple tactics that use only level 1-3 spells and give well built monsters SIGNIFICANT advantages.
I would go so far as to say that ALL DMs would benefit from sitting on the other side of the screen for an extended period and actually engaging with the game in a meaningful way that completely shifts their perspective. I know some of you do and have always done this: hats off to you, this is how it should be.
So I would like to know: what have YOU learned from playing that has helped you to be a better DM?