Don't Forget the Excitement (when DM-ing)

weem

First Post
I was talking to my brother about 2 months ago regarding what he saw were problems with the game he was running. Aside from some player issues here, and lack of knowledge of the rules there (he just came from 3e) he mentioned that he just wasn't that excited during the game and that he thought it was making the game less enjoyable for the players as well.

He is a paramedic, and as such is pretty worn out when it comes time to game which is understandable, but he decided he needed to make a conscious effort to ramp up the energy during his games.

It kind of struck me when he said it because, I am generally excited when I DM but sometimes I do not bring that energy into the game enough myself. So, I decided I was going to sell my next games better. I was going to do more leaning in, and show the players how excited I am not just to run the game, but to see where the story takes their characters.

It was a conscious effort - one I thought of before each of my last two games and they both went very very well. My players enjoy my games (they say) but the last two have been very fun, and the players have been very excited both during and afterwords. My excitement seemed very contagious and their energy appeared to soar. Even players who normally start to fade as the night goes on (they generally sleep early) were fully engaged through to the end.

It would seem to go without saying that as a DM if you are not excited, your players won't be either. However, until now I hadn't realized that my level of excitement could be expressed more strongly, nor that the change in the players demeanor could be affected so obviously.

Anyway, I just thought I would share that for those interested. A little something to keep in mind if it's something you had not considered, or if your own game is lacking in excitement.
 

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Very good advice, Weem. I very much agree. I've played in games where the DM had a great story, and awesome encounters, but wasn't really selling the awesome. As such, while fun, it wasn't memorable.

I try to instill the same excitement I have when planning and prepping to the table while running. It can be hard, but the outcome is clear; the more excitement you show (and not just to how bad you've stomped the players) the more they'll begin to show, as well.
 

Very good advice, Weem. I very much agree. I've played in games where the DM had a great story, and awesome encounters, but wasn't really selling the awesome. As such, while fun, it wasn't memorable.

As a DM, that's my biggest fear - not selling the awesome. I am curious to hear from other people what, exactly, you do to amp it up? How are you translating that excitement into something your players can see and draw off of?
 

I've read elsewhere, that strong leaders exude energy. They are energetic, active. This attracts people and excites them. So Weem's points seem to support this.

Allanchan asks, how do you bring this energy? Here's some ideas:

stand up more, especially at exciting parts

speak with enthusiasm

talk faster during combat, rush the players along

minimize the boring parts, like shopping for travel supplies

run material you are excited about
 

One example of something I am doing (beyond what has been mentioned above already) is that I am changing the way I interact with my players. I am responding to them more from a point of view of perhaps another player, as opposed to the neutral, boring DM who is not here to take sides (something I think I fall into at times).

Players gauge their successes and failures on the DM's reaction. I mean, obviously they don't know if they succeed or fail until the DM makes a ruling, but it goes beyond that.

For example, if a player decides to do something they think is really cool, you COULD respond with...

"Ok, roll X vs Y"

...but if instead, your response were...

"Oh that's cool! Wow... I mean, if it works that is! Roll X vs Y"

...NOW your player is excited. You can see their anticipation for the roll - looking around the table as other players are saying "c'mon!" etc.

That's something I am doing more of. I did it before, but it was only in the most rare circumstances where the players were surprising me, which is hard when you have DM'd so long, as I am sure many of you know. It's about recognizing cool ideas, even if they aren't new or unique to your DM-ing you need to let the players know when what they are doing is awesome, or risky, or even dangerous.

If you just say "roll X vs Y" there is no excitement. To them, this must not be a big deal and so who cares really - low risk low reward apparently.

I was thinking of when I was young, playing with a basketball just shootin' around for fun... how I would say, just before shooting, "4th quarter, 5 seconds to go, game tied... 4... 3... 2... 1, AND HE MAKES IT!" It kind of set up that moment and made making the shot seem like this awesome thing. I could stand there and shoot free throws forever making some, missing some, etc, but what is exciting is when there are stakes involved.

In this case, the stakes are achieving something really cool, or getting away unscathed from something very very dangerous, etc. If you are just passing them the ball over and over again, it's not that exciting. Raise the stakes, let them know that what they are doing is cool, or fun, or crazy - now they have something to shoot for.
 

Couldn't agree more with your last statement about talking like a player. This reduces the them vs Dm too.

I have now tried, more and more, esp w 4e to say not only 'Yes', but as you said 'That is a cool idea. Let's roll and see what happens?'

We have a couple of new players and as veterans we can forget how amazing some of those first adventures, and more specifically, actions, could be.
 

This is a piece of advice I've known about for years, but need fairly constant reminders on. I am at my best when I'm stoked - but sometimes, that energy slips. Or, I'm excited, but I come off as being too relaxed.

If I had more room, I'd go back to my old "Stand up" form of GMing, becuase it works great for me.

But yeah, excellent piece of advice that is surprisingly simple, but one that a lot of GMs often forget!
 

We have a couple of new players and as veterans we can forget how amazing some of those first adventures, and more specifically, actions, could be.

That's another way to draw on that energy as well is to remember the first times playing, or the first games you ran, or even remembering the last time you ran a game for a new player. For me, those are inspirational moments that kind of set the tone I am going for and get me thinking about the feel of the game I'm seeking. I want it to be thrilling!

But yeah, excellent piece of advice that is surprisingly simple, but one that a lot of GMs often forget!

Yea, like I said, it seems obvious - but I know I keep slipping into this role of the unexcited DM who is just moving things along like an usher... keep it moving, let's go people... etc, and that's just not as much fun.
 

I was so excited last time I DM-ed that I got nervous. :D

It worked out really well and I got very positive feedback. If I am having a bad day and start DM-ing it the session usually turns out mediocre. I don't DM when I am not looking forward to it anymore.
 


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