One Thing You Can Do to Become a Better DM

Start a thread on ENWorld. Disguise it as a thread where lots of useful advice will be shared but secretly know that its real purpose was to mine other DM's deep gamer brains for nuggets of useful information.

Wait, the evil plan was to get other DMs to share their techniques by starting a thread about DMs to share their techniques? And then have the OP share a technique? :erm:

That's like having the main antagonist secretly plot to kill the PCs by sending them a note that he intents to kill them, but secretly (and signed, "The Main Antagonist"). ;)

For me, I want to share a technique that I really need to improve upon. It's a more specific version of the "listen" advice offered by other posters. When a player states that he has a goal for his character, even if it is as vague as "I want to find out where I came from", drop your plotting immediately, and re-tune to immediately focus on that player's goal. Make that session be about that character's goal.

Even if you have a great hook for that player to use later, chances are you'll never get to that hook because of the way the story is going. Nothing is worse than a player who thinks you haven't paid any attention to him or his backstory, and for you to pull out a binder of notes about his backstory. "I was planning on getting around to your backstory" is worse than "I completely forgot about your backstory."
 

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Wait, the evil plan was to get other DMs to share their techniques by starting a thread about DMs to share their techniques? And then have the OP share a technique? :erm:
It's not supposed to be an "evil" plan; it's supposed to be a "clever" plan. :erm: :erm:

One thing that might seem rather basic, but I was in a game yesterday where the DM didn't do this and it was extremely annoying: Make sure that all the players get a turn. This doesn't usually happen in combat, where presumably the Initiative Order helps everyone have their moment. It happens outside of the structure.

Often the squeaky wheel gets the grease, so to speak. Whomever talks the most gets the most facetime. Not everyone enjoys, wants to, or is willing to talk competitively to make themselves heard. Take a moment to ask the quiet player what he/she is doing. If necessary, make a list with all of the players names on it and every time someone says their character does something, put a mark next to their name. Try to keep the marks even. Yes, this means telling the loudmouth to wait while you deal with the other people.

You might not even realize you do this; it's natural to just "talk," but it doesn't always make for the best game for everyone involved.
 

I am primarily a player--I only GM once in an eclipsed blue moon. So as a player these were the ones that really jumped out at me.

The main thing I try to do is ask for feedback fairly regularly. I ask what was particularly fun for them, what they weren't too thrilled about, what they want more/less of.

As a player I am definitely more comfortable giving constructive feedback when the GM asks for it. That way I know the GM won't get offended and I won't feel like I'm attacking them.

When a player wants to attack with a non-standard attack (such as throwing the huge crocodile that he just killed towards at the on-rushing goblins), or comes up with an off-the-wall method to solve any problem - REWARD them by choosing favorable skill checks and/or damage rolls. Page 42 and all, but with slight DM-decided bonuses.

Great suggestion! If the creative and unexpected is as likely to succeed as a typical power, the players won't hesitate to ignore their power list.

Assume that their plans work.

I definitely want challenges and trials in a game but there's nothing more frustrating than developing and executing a plan, only to have it hit a brick wall because it's not the solution the GM considered.

One thing that might seem rather basic, but I was in a game yesterday where the DM didn't do this and it was extremely annoying: Make sure that all the players get a turn.

Giving the spotlight to every character is a great way to get the other players interested in other characters.

Listen to your players. Figure out what they want, what they want their characters to do and to be. Then you can hit them where it hurts and reward them where it counts. More immersion happens if players don't have a disconnect between character conception and actual gameplay.

It's very disappointing to develop a character, then have the GM ignore the character's goals and desires. The "hit them where it hurts and reward them where it counts" line is dead on for what I want when I make a backstory for my character.
 

Before a campaign, write a good 1 page primer. It is important to communicate to the players what kind of world they will be playing in, and what type of characters they shouldn't make. Not only will this ensure that everything starts of smoothly (someone doesn't make a knight for a pirate campaign), but it also gives your players a chance to tell you if they actually like the concept your going for.
 

Read, play & run other games. I've found that it really broadens my gaming horizens.

But be warned, some (like Savage Worlds) may ruin you for other games.
 

On the subject of props:

Here's a very easy one I like to pull out for old maps or ancient texts. Age your paper. Just throw it in the sink and pour coffee or tea over it, then, hang it up to dry (clothespins on a line work just fine). It works on paper that already has writing/drawings/print on it. It works on paper that you still have yet to write/draw on (although printing is out). It can be crumpled, torn, and burned. Glue it to a couple of wooden dowels and you've got a scroll. Try it. It's good for you.
Other things that can be used to age paper - soak in vinegar or lemon juice, then pop into a warm oven, maybe 150 to 175 Fahrenheit.

You can also use either of those, or milk, as an invisible ink.

The Auld Grump
 

I'd like to mention monologuing during combat. It can be accurate or not, it can be about the plans of the bad guys or just the bad guys talking about the world and themselves, but it can be a great way to give the players information.
 

Sort of meta advice, but don't confuse your goals with your techniques and tools.

For example, the goal is to make the NPC memorable in some dramatic way. Techniques can include accents, descriptions, having the NPC act in certain ways, props, etc. If your accents aren't all that, they might turn the NPC into a joke. But your actions and descriptions work. So play to your strengths.

You can work on the accents later, with an NPC that doesn't matter to you as much. Then the goal is to introduce a minor NPC and work on your accents.

This is especially important if you are a relatively new DM working with an experienced group--maybe with another experienced DM sitting in as a player. Your strengths and weaknesses aren't his or hers. You aren't going to be him or her. So learn from others, but don't forget to be you. :cool:
 

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