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What was your first year of DMing like? Mistakes new DM's can avoid..
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<blockquote data-quote="IcyCool" data-source="post: 2933084" data-attributes="member: 20308"><p>1. Make it easy for the players to do cool stuff (this bit came from barsoomcore, I think). This is a variation on finding ways to say yes. Make it clear that you may let players bend the rules from time to time in the interest of fun, but let them know when the uber cool maneuver you let them pull off is a one-shot deal. Because I guarantee you, no matter how "heavy role-play" the player is, if you let him get away with some sort of game-breaking action without clarifying that he can't do it all the time, he will try to do it all the time.</p><p></p><p>2. Don't let the players argue with you during game. Nothing is more fun sucking or life draining than stopping the game to have a rules arguement. Even if the player has the best of intentions, the road to hell is paved with them. Make it a policy to talk about rules before or after game, but don't let your players use your likely limited game time to argue a rule that they could argue via email, phone, or morse code.</p><p></p><p>3. Everyone at the table should be having fun. This includes you. You are not some martyr to be sacrificed for the players fun, nor are the players there simply for your amusement.</p></blockquote><p></p>
[QUOTE="IcyCool, post: 2933084, member: 20308"] 1. Make it easy for the players to do cool stuff (this bit came from barsoomcore, I think). This is a variation on finding ways to say yes. Make it clear that you may let players bend the rules from time to time in the interest of fun, but let them know when the uber cool maneuver you let them pull off is a one-shot deal. Because I guarantee you, no matter how "heavy role-play" the player is, if you let him get away with some sort of game-breaking action without clarifying that he can't do it all the time, he will try to do it all the time. 2. Don't let the players argue with you during game. Nothing is more fun sucking or life draining than stopping the game to have a rules arguement. Even if the player has the best of intentions, the road to hell is paved with them. Make it a policy to talk about rules before or after game, but don't let your players use your likely limited game time to argue a rule that they could argue via email, phone, or morse code. 3. Everyone at the table should be having fun. This includes you. You are not some martyr to be sacrificed for the players fun, nor are the players there simply for your amusement. [/QUOTE]
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