Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
9 Things "Pro" DMs Do That You shouldn't
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gradine" data-source="post: 8651903" data-attributes="member: 57112"><p>Sure, I'll give my hot takes on these:</p><p></p><p>1. Long Monologues/narrative descriptions/cut scenes;</p><p>This honestly depends. I've had mixed results with doing this myself, and find they work best when providing exposition for the players without their characters present. I know some folx on here will cry heresy about meta-gaming but I've found players appreciate having background information and that it also doesn't impact the way they play their characters (other than the players themselves being more engaged). You can definitely go overboard with it, and it never works when PCs are actually present.</p><p></p><p>2. Focus too much on NPC talks;</p><p>Yeah this can be a huge pain, because it's also basically inevitable anytime the PCs are in a room with multiple NPCs. As long as the entire conversation remains interactive (ie not a "cutscene") you can get through it well enough though.</p><p></p><p>3. Wait for the "perfect" moment to introduce a new/replacement PC;</p><p>I can get on board with this, honestly, though the likelihood that I am to see a PC death in the middle of session is rare enough on its own (my sessions are relatively short as it is). If the beginning of a new sessions isn't the "perfect" moment though I don't particularly care. I don't want somebody sitting on the sideline for however long. Especially since I also occasionally have spotty attendance from week to week.</p><p></p><p>4. Plan for Three hour long fights;</p><p>Unless it's a season finale, definitely not. That said, I've found the Dimension 20 model of "big combat set pieces" vs multiple smaller encounters works <em>so much better </em>at the home game level. It eschews big dungeon crawls and the resource management game but frankly I see that as a feature and not a bug. And before you say "if you don't care about resource management game you shouldn't be playing-" look I know I KNOW. My hope is D&D is the gateway drug. Like with actual drugs, however, I've learned it doesn't really work that way.</p><p></p><p>5. Putting the story before the game;</p><p>This is a personal preference thing, but the story <em>is </em>the point of the game. We roll to add tension and uncertainty, but the collaborative storytelling <em>is the end</em>. The dice, the stats, the game? That's simply the means.</p><p></p><p>6. Have temporary characters that are planned to be killed off;</p><p>Naw, this can be really effective, especially if your player is the one that comes to you with the idea. The most reason season of Dimension 20 also sort of does this and it's great.</p><p></p><p>7. Allowing PVP or truly high tension Player moments;</p><p>Again, personal preference. I don't personally allow PVP actions; my PCs do not roll dice against either. Intraparty conflict plays out through role playing, period.</p><p></p><p>8. Letting characters talk endlessly;</p><p>I have yet to meet a DM who hasn't told at least one story about how they didn't have to say anything for like a half-hour/hour and it was one of the best moments they've ever had. It's a beautiful thing. That said, I guess it can also be a personal preference thing, I guess. But I can't imagine the DM who after twenty minutes of the players chatting/arguing/plotting in character is super antsy to put the kibosh on it and get the show on the road.</p><p></p><p>9. Setting expectations too high.</p><p>Sure, I guess?</p></blockquote><p></p>
[QUOTE="Gradine, post: 8651903, member: 57112"] Sure, I'll give my hot takes on these: 1. Long Monologues/narrative descriptions/cut scenes; This honestly depends. I've had mixed results with doing this myself, and find they work best when providing exposition for the players without their characters present. I know some folx on here will cry heresy about meta-gaming but I've found players appreciate having background information and that it also doesn't impact the way they play their characters (other than the players themselves being more engaged). You can definitely go overboard with it, and it never works when PCs are actually present. 2. Focus too much on NPC talks; Yeah this can be a huge pain, because it's also basically inevitable anytime the PCs are in a room with multiple NPCs. As long as the entire conversation remains interactive (ie not a "cutscene") you can get through it well enough though. 3. Wait for the "perfect" moment to introduce a new/replacement PC; I can get on board with this, honestly, though the likelihood that I am to see a PC death in the middle of session is rare enough on its own (my sessions are relatively short as it is). If the beginning of a new sessions isn't the "perfect" moment though I don't particularly care. I don't want somebody sitting on the sideline for however long. Especially since I also occasionally have spotty attendance from week to week. 4. Plan for Three hour long fights; Unless it's a season finale, definitely not. That said, I've found the Dimension 20 model of "big combat set pieces" vs multiple smaller encounters works [I]so much better [/I]at the home game level. It eschews big dungeon crawls and the resource management game but frankly I see that as a feature and not a bug. And before you say "if you don't care about resource management game you shouldn't be playing-" look I know I KNOW. My hope is D&D is the gateway drug. Like with actual drugs, however, I've learned it doesn't really work that way. 5. Putting the story before the game; This is a personal preference thing, but the story [I]is [/I]the point of the game. We roll to add tension and uncertainty, but the collaborative storytelling [I]is the end[/I]. The dice, the stats, the game? That's simply the means. 6. Have temporary characters that are planned to be killed off; Naw, this can be really effective, especially if your player is the one that comes to you with the idea. The most reason season of Dimension 20 also sort of does this and it's great. 7. Allowing PVP or truly high tension Player moments; Again, personal preference. I don't personally allow PVP actions; my PCs do not roll dice against either. Intraparty conflict plays out through role playing, period. 8. Letting characters talk endlessly; I have yet to meet a DM who hasn't told at least one story about how they didn't have to say anything for like a half-hour/hour and it was one of the best moments they've ever had. It's a beautiful thing. That said, I guess it can also be a personal preference thing, I guess. But I can't imagine the DM who after twenty minutes of the players chatting/arguing/plotting in character is super antsy to put the kibosh on it and get the show on the road. 9. Setting expectations too high. Sure, I guess? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
9 Things "Pro" DMs Do That You shouldn't
Top