• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Good DM's?

For me it’s all about the story. If the story is good and contains many mysteries that are genuinely intriguing, it'll keep me coming back for more time and time again.
its like JJ Abrahm's mystery box. i'm a sucker for it...
All the other stuff just has to avoid getting in the way. As a player I don't want to hear about rules, I don't want to be handed lists, and I want to forget that the meta-game stuff exists while i'm at the table.
 

log in or register to remove this ad

Playing to their unique strengths. Finding a way to adapt those strengths so they apply to the particular group the DM is running.

Not trying to be good at everything. Using game prep and delegating tasks to players to handle their weaker areas of DMing.
 

Managing to run a game in a style and manner consistent with the player's desired style and manner.

With how complicated DMing is, and how many different takes there are on it, the best thing a DM can do is be perfectly frank and honest with players while recruiting.
 

A good DM gets their players to become interactive with the game, how is a lot of ways but the result is that the players have invested themslves into the game that it matters to them. The game is no longer just pen and paper, the players can what happens.
 

Most of the time we can all agree on what makes a DM bad. But what makes a DM good can kind of depend on who the players are and what their gaming style is like. Cause some things that make a DM good to one player will annoy the crap out of another player.
Very, very true.

Case in point . . .
Base the story around the characters and their abilities.
Ranger chooses orcs as enemies? Have them encounter orcs.
1st-level sorcerer has Disguise Self in his/her VERY limited spell selection? Have some intrique and backstabbing in the game.
Cleric with feats that boost/enhance Turn Undead? Well looky here, we got some undead right around the corner!

Always calmly accept everything players say if it's not against the rules (table rules, unspoken rules of common sense or the rulebook). Also: Always move the story/action forward and in order to get to the story to flow, preparation is the key.
See, everything that [MENTION=89822]Jon_Dahl[/MENTION] wrote right there? Virtually none of that would be in my list of qualities for a 'good' referee, and in fact, I would politely excuse myself from a game run by a referee this way; for me, this list defines a 'bad' referee, not a good one.

The list of qualities I associate with a 'good referee' are the same I associate with a good human being generally: integrity, courtesy, empathy, and so on. I'm reluctant to include anything related to playstyles, however, because I don't think my preferences define good so much as they define what is personally preferable.
 


Get inside the skin of the inhabitants of the game world, and show the players how those inhabitants act. What would the merchant really say or do in this situation? What about the group of bystanders? Very importantly, what would the ENEMIES in a fight do in this situation? Have them say and do what they would say and do if they were real people/creatures. It makes the game come alive.

That's just a long way of saying: Role play!
 


Snacks, did we mention snacks? Almost all forms of round the table conflict are easily resolved by the arrival of some tasty grub
 

Fair and trustworthy
Rule mastery - quick, proficient, and knowledgeable
Enthusiastic and entertaining
Reliable and Dedicated
Imaginative and Open-minded
clear communicator and Good listener
Intriguing and challenging game world
Common courtesy and basic life skills (i.e. hygenic)


It's also great when they are a friend, but I've had many friends who really are not ready to be DMs.
 

Into the Woods

Remove ads

Top