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My DM'ing has gotten worse over the years, not better

Kzach

Banned
Banned
I was just typing up a reply to another thread when I had an epiphany about myself. Given that I'm an utterly fascinating individual, I felt the need to share this marvellous revelation with you all.

Firstly, some background.

For various and sundry reasons I've DM'd a lot. Not just a lot, but for a lot of people as well. A transient DM that can never pin down a group and not for lack of trying. I seem to put together a new group every six months or so and they last anywhere from one session to a dozen or so before something happens and the group disperses into the wilderness.

Because of this, I have constantly sought to improve myself as a DM. I've taken all sorts of advice onboard and tried all sorts of ideas for running games, building adventures, how to deal with disparate personalities, etc. Practically every single game I've run in the last fifteen years I've tried something different in order to satisfy the whims of my players. All to no avail.

It was in my last group that I realised something utterly horrible; I was an awful DM. No amount of changing and fixing and adapting would help me. For years I had operated under the assumption that I was an awesome DM. Now, it must be said, that this assumption was based on feedback from people who I DM'd for during the first half-dozen or so years of my RPG interest. I quite literally inspired people who in a million years you wouldn't expect to be into roleplaying, into buying books and becoming RPG enthusiasts. The games I ran were legendary. People always had a blast and whenever I've ran across these people from my past again, they always bring up how good those games were.

Point being, somewhere along the way, I lost my ability to DM.

This is where the realisation comes in. You see, more and more, I've been reverting back to running games how I used to, before I started trying to become some uber DM god. As I was writing out this other post, it occurred to me that all the efforts I've made to change myself as a DM, have actually made me WORSE at it, and not better. Not only have I become a worse DM, but my enjoyment of DM'ing has dwindled to the point where I've almost given up on it.

I'm not sure exactly what point I'm trying to make here, only that sometimes it can take a long time for us to realise that we've lost our way. My strength as a DM is spontaneity. Coming up with plots, characters, scenarios, magical items and story in the moment, with no preparation whatsoever. The more I prepare, the less my games seem to flow, and the less people seem to enjoy them. People get a buzz when I give them some awesome description of a magical item that does some funky thing in some really cool way. They feel special and they envisage their character as gaining something really valuable. Writing that down on a piece of card with some stats on it, simply isn't the same. Who cares if the item is balanced or not for their level? If it shoots exploding puppies and everyone gets a thrill out of it and walks away from the game with a smile on their face, then that's all that matters.
 

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That is interesting. Have you done much playing during this time? I've found time away from the table as a player can impact my GM performance.

The timeline of your "decline" is interesting as well. Does it have anything to do with the internet? In some ways I think the net has had a negative impact on how people play the game (people are overly aware of gaming theories out there and sometimes cling to fashionable internet viewpoints about GMing)/ There isn't anything wrong with the approaches promoted by some on the net, but if they don't fit your natural style, I find it can create bad GMs.

Sounds like the lesson you learned is: go with your strengths. I think that is sound advice.
 

The timeline of your "decline" is interesting as well. Does it have anything to do with the internet? In some ways I think the net has had a negative impact on how people play the game (people are overly aware of gaming theories out there and sometimes cling to fashionable internet viewpoints about GMing)/ There isn't anything wrong with the approaches promoted by some on the net, but if they don't fit your natural style, I find it can create bad GMs.

Absolutely. I started getting into BBS's and usenet discussion groups as well as local RPG communities where I was exposed to all sorts of new gaming influences and opinions. I think I started to lose confidence in my ability in the overwhelming overload of information about gaming theory and sought to compensate by experimenting with all these new additions. The more I tried to force myself into this mould of the 'perfect DM', the less spontaneous and creative I became at the table.

What people loved about my games was that I was always so good at description. The places and people and items I described 'came to life' in people's minds. I think a lot of DM's these days (at least that I encounter) have also lost this ability, or have never had it. The focus has shifted towards the stats and the theory rather than the imagination and creativity.

I think this is also where I have a lot of disconnects with what people are saying online about how 4e doesn't promote roleplaying and other attitudes and comments of that nature. I think I can now see why people may think along those lines; it's not so much the system as it is the zeitgeist of the gaming environment that surrounds and permeates their games. So much focus is put on the mechanics that I think a lot of gamers have lost touch with their creative sides.
 

I'd like to say that my DM'ing has gotten better in recent years, while my tricks and tactics have gotten worse...I've been exposed to different gaming styles than the one I was immersed in from my very first days of gaming (where I essentially taught my close group of friends how to play - incorrectly, I'll confess - after learning from another group of friends).

I've played and DM'd with different people, using different rules, with and without the safety net of my comfortable friends who played the game the same way I did. And as a result, I've tried to make myself open to different styles of game mastering...to my detriment.

I suspect that if you asked my primary group of players, they'd tell you that I run a fun game, but that I need to just stop trying so damn hard. I'm notorious for reading about the latest and "greatest" tip or trick that DM [x] is using, and firing off an email saying "What do you guys think about trying this?" And usually, the response is somewhere between "Meh," and "Oh, hell no."

On the plus side, that tells me my players like my core DM'ing style. On the negative side, that kinda deflates me. I want to give my players the best experience I can...I enjoy seeing them have fun. And I think I sometimes clutter the game with so much other crap that their fun factor drops. I attribute that to the input of the internet. I feel like other DM's are doing X, Y, or Z, and it's JAWESOME. And I don't do that. Or it's not one of my strengths. So my game must be lacking.

To wrap it all up, I guess what I'm saying is, I think sometimes it's best to just ignore everyone else and do what you do well. That's you're game. Your wheelhouse. Your comfort zone. Be open to constructive criticism, but understand that sometimes certain degrees of change are just outside your capabilities and be okay with that. I still struggle with it, but I think I've finally gotten to a point where I'm okay with the idea that my players don't want more (but if they ever tell me they do, I'll do what I can to provide it, if I can make it work.)
 

I think a lot of it has to do with aging/maturity. Maybe 10 years ago, which would have been when I was 34, I went to this day long seminar/class on creative problem solving/thinking outside the box. I would guess most of the people there were from the business/corporate world and were in their 30s and 40s. They divided everybody into groups and had each of us come up with creative solutions to a fairly simple problem.

When the problem was done, the instructor/leader went around to each group and we listed out our solutions. At the end, he totaled up the solutions and said that we were fairly typical for a group around our ages. Then, he said, that a group of elementary school students were given the same problem and came up with like twice as many solutions.

His point was that when people reach adulthood and get beyond their college years, they tend to become less creative - at least until they reach their 60s. It was almost like this (disregard all the names, but think as you go along the bottom that it starts with youth, teenage years, 20s, 30s, 40s, with the low point being around age 40)

reverse_bell_curve.jpg


So, you're basically becoming less creative as you get older. I've noticed it as well - when I was DMing back in my teens and 20s, I was able to do a ton of improv and DM a lot of stuff by the seat of my pants... and, if I ever run into players from the old days, they'll still fondly remember some old adventures. However, since I got back into the DM's chair about four years ago, I really struggle to do anything off the cuff - so, now I tend to over-prepare for everything. I'm more prepared than the old days, but less creative and less able to deal with the unexpected.
 
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Who cares if the item is balanced or not for their level? If it shoots exploding puppies and everyone gets a thrill out of it and walks away from the game with a smile on their face, then that's all that matters.
I want a Wand of Puppies.

What people loved about my games was that I was always so good at description. The places and people and items I described 'came to life' in people's minds. I think a lot of DM's these days (at least that I encounter) have also lost this ability, or have never had it. The focus has shifted towards the stats and the theory rather than the imagination and creativity.
I know you love 4E, but maybe you should run [insert old-school game here] for a session or two. Description was required and necessary if you wanted your players to figure things out.
 

You see, more and more, I've been reverting back to running games how I used to, before I started trying to become some uber DM god.

DMing is a leadership position -- confidence is a prerequisite. If you're experimenting and trying new things all the time, and people are bowing out, and you're not feeling as confident, you're not going to be as good at DMing, because no one is going to have that trust in you.

The more I prepare, the less my games seem to flow, and the less people seem to enjoy them.

I'm a pretty improv-heavy DM, too.

Flow is key, and most people have a pretty intuitive grasp of how to engage their group (description, spontaneity, tone of voice, whatever). It's easy to loose yourself in rules minutae when the upthrust is that it doesn't matter too much. The rules are there to prop you up as a DM, to make sure you are supported, to give you a place to turn to when the brain-well runs momentarily dry. If you're good at on-the-fly DMing, you just need to have the rules there to be impartial, and to give you a seed to run with.

People get a buzz when I give them some awesome description of a magical item that does some funky thing in some really cool way.

Something I've been doing for treasure for my games that has worked out really really awesomely:

First, give everyone the Inherent Bonuses. That way, you don't ever have to give out any items of any sort.

Then, randomly whip up some item. I do it by rolling on the old 2e Encyclopedia Magica (2e items had some great items!), but there's web programs that'll pop out a name for ya. Just let your imagination run wild. It doesn't matter if it's actually awesome, or just interesting, or just "vendor trash." Level-appropriate doesn't so much factor into it (it doesn't have to give ANY bonuses to damage, attacks, or defenses, but it can).

You could even do this during play if you're quick about it.

I love the freedom granted to you by not having to carefully pick and choose what exact items there are.

I'd do similarly for encounters, but it's a lot of work to generate solid encounters, so those wind up more planned out, much to my annoyance. ;)
 

I know you love 4E, but maybe you should run [insert old-school game here] for a session or two. Description was required and necessary if you wanted your players to figure things out.

I'd do similarly for encounters, but it's a lot of work to generate solid encounters, so those wind up more planned out, much to my annoyance. ;)

One of the things about 1e/2e was that the sparsity of rules definitely freed you up to do things on the fly a lot more. But then again, there wasn't a group that I played with who didn't have a stack of house rules. In fact, thinking back on it, the beginning of this trend of mine towards experimentation really started with trying to fix the 'holes' in 1e/2e, and was simply exacerbated by greater access to more information, ie. the internet.

So although part of me agrees that using a system akin to 1e/2e helps to promote more spontaneity and therefore creativity, another part of me appreciates having a 'complete' system like 3e/4e.

I think the key here is to have a fundamental understanding of the monster mechanics and the group's capabilities. If I know what will challenge the group and what won't, then I can make up monsters and other challenges on the spot with little difficulty. In fact, I think I'm going to go and pour through some 4e monster manuals like I used to with the 1e/2e ones :)
 

I have found that my DM skills varies with who I DM for. If I DM for more relaxed and trusting type players I am a fantastic DM. I am great with description and making the world and NPCs come alive.

I can come up with cool ideas and encounters, magic items on the fly.

But if I DM for more control freak style players and ones who have a lack of trust for DMs because they have been screwed in the past I start to suck. My creativity dries up and my confidence disappears. I start spending a lot of time on prep and making sure all the i are dotted and the t crossed.
 

As with Elf Witch, my dm skills vary depending on who I DM for...

but also how many of them there are and the system/adventure style we're using.

I ran a few games over the web with maptools, and my style (not just the medium, my style) was different there too.

I'd say "mix it up"...try your game of choice with no board/minis. Try a different style of adventure (converting as needed), try to run an adventure you think you did well in the old edition you originally ran it in.
 

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