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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3rd/3.5] DMing Tips -- Friendly DMs assistance please?
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<blockquote data-quote="SkredlitheOgre" data-source="post: 5480057" data-attributes="member: 99513"><p>First off, have any of your players complained about what you've done so far? If not, then...well, that's pretty amazing. Talk to them and get honest feedback. That will do wonders for you as a GM.</p><p></p><p>The real problem with answering this question is that we don't know what your style of DMing IS so we can't tell you how to make it better. As far as DMing style goes, personally, my style is that I know how each session is beginning (and where we left off last time), how I want each session to end, and at least one (maybe two) encounters that HAVE to happen somewhere between the start and end of each session. I have a plan and plenty of details, but if things go a different direction, I have the flexibility to change on the fly.</p><p></p><p>I try for a relatively good mix of RPing and combat. Last night, for example, was heavier on the combat and the next session will most likely be heavier on the RPing, but generally, I try to mix the two to keep things interesting. However, this depends on what your players want. If they want combat heavy, go combat heavy. If they want more RPing, make sure to have plenty of description ready to go.</p><p></p><p></p><p></p><p>The easiest way to do this is to know your group. Or ask. Ask your players what they want and work on incorporating that.</p><p></p><p></p><p></p><p>If you're using a module, then read through it at least a couple of times to make sure you understand the mechanics and encounters, as well as any surprises that might come up. Once you do that and you have a good feel for the adventure you can change it as needed. For example, I was running a module last night (that was actually two adventures that I cobbled together from two separate modules) and in a flash of insight (in the middle of the session), the Big Bad Guy became one of the dead NPCs that was mentioned earlier. It worked because it tied things together.</p><p></p><p></p><p></p><p>Always. The rules are a framework for your group to have fun. Change them, ignore them, reinterpret them as you see fit. Try to use the rules to increase the amount of fun you have instead of using them as limitations.</p><p> </p><p></p><p></p><p>To be the best DM you can be, figure out what your own style is and what your group wants and find a way to mix the two.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="SkredlitheOgre, post: 5480057, member: 99513"] First off, have any of your players complained about what you've done so far? If not, then...well, that's pretty amazing. Talk to them and get honest feedback. That will do wonders for you as a GM. The real problem with answering this question is that we don't know what your style of DMing IS so we can't tell you how to make it better. As far as DMing style goes, personally, my style is that I know how each session is beginning (and where we left off last time), how I want each session to end, and at least one (maybe two) encounters that HAVE to happen somewhere between the start and end of each session. I have a plan and plenty of details, but if things go a different direction, I have the flexibility to change on the fly. I try for a relatively good mix of RPing and combat. Last night, for example, was heavier on the combat and the next session will most likely be heavier on the RPing, but generally, I try to mix the two to keep things interesting. However, this depends on what your players want. If they want combat heavy, go combat heavy. If they want more RPing, make sure to have plenty of description ready to go. The easiest way to do this is to know your group. Or ask. Ask your players what they want and work on incorporating that. If you're using a module, then read through it at least a couple of times to make sure you understand the mechanics and encounters, as well as any surprises that might come up. Once you do that and you have a good feel for the adventure you can change it as needed. For example, I was running a module last night (that was actually two adventures that I cobbled together from two separate modules) and in a flash of insight (in the middle of the session), the Big Bad Guy became one of the dead NPCs that was mentioned earlier. It worked because it tied things together. Always. The rules are a framework for your group to have fun. Change them, ignore them, reinterpret them as you see fit. Try to use the rules to increase the amount of fun you have instead of using them as limitations. To be the best DM you can be, figure out what your own style is and what your group wants and find a way to mix the two. Good luck! [/QUOTE]
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[3rd/3.5] DMing Tips -- Friendly DMs assistance please?
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