EzekielRaiden
Follower of the Way
Many of the ills of gaming can be chalked up to "DMs don't know how to do it, and never get taught." Hence why I so value DMGs that, y'know, actually try to teach. Or guide, you might say.
Pacing. Having enough events in the tank to keep the story going (if you beat the big bad at level 8, where do you go from there?) Actually thinking through character resources and abilities. Not dwelling on stuff long after it isn't that important anymore. Adapting to player interests without taking it too far. Etc., etc., etc. Tons of skills, many of which only get exercised just before things start to go wrong, which encourages people to wrap things up so they can start again in "the good part" rather than learning how to make every part a "good part." And that's without touching any of the "game design is 100% pure art, you cannot analyze it or develop skill with it, it just is, man, like, full intuitive, you grok me sister?"
Pacing. Having enough events in the tank to keep the story going (if you beat the big bad at level 8, where do you go from there?) Actually thinking through character resources and abilities. Not dwelling on stuff long after it isn't that important anymore. Adapting to player interests without taking it too far. Etc., etc., etc. Tons of skills, many of which only get exercised just before things start to go wrong, which encourages people to wrap things up so they can start again in "the good part" rather than learning how to make every part a "good part." And that's without touching any of the "game design is 100% pure art, you cannot analyze it or develop skill with it, it just is, man, like, full intuitive, you grok me sister?"