A DM's main priority is...

Your main priority as a DM is...

  • Verisimilitude, setting detail and staying true to setting

    Votes: 18 7.2%
  • Presenting challenges for the intellect of the players

    Votes: 6 2.4%
  • Campaign being most enjoyable at the level of each encounter

    Votes: 17 6.8%
  • PC and NPC characterisation, relationships and roleplay

    Votes: 7 2.8%
  • Campaign being most enjoyable at the level of each story arc

    Votes: 35 13.9%
  • Non-linear gameplay and allowing for meaningful player choice

    Votes: 23 9.2%
  • Surprising players through plot twists and unexpected novelty

    Votes: 11 4.4%
  • Emphasis of a struggle versus evil and compelling villains

    Votes: 1 0.4%
  • Presenting challenges based on the attainment of power

    Votes: 2 0.8%
  • Emotionally involving players in the campaign

    Votes: 25 10.0%
  • Kicking in doors, slaying monsters and taking treasure

    Votes: 8 3.2%
  • Campaign being most enjoyable at the level of each adventure

    Votes: 58 23.1%
  • Presenting challenges based on drama and moral dilemma

    Votes: 10 4.0%
  • Other (please tell!)

    Votes: 30 12.0%

I ahve always been big on the overlapping story arc to drive the action forward. That doesn't mean that everything the PCs do or get involved in has to do with the story arc but its still there - churning away in the background and can cross the PCs path when they least expect/want it to. I find this approach offers the greatest flexiblity in allowing the PCs freedom of choice and still having a way to drive them forward when they come to a halt.

That and having fun...;)
 

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My main goal, as an author and DM, is to make the world as believable and detailed as possible without detracting from the fun. In other words, make the world be flavorfull, but not to the point where whole sessions are of me narrating.
 

Obviously, fun is the ideal goal, but I didn't choose either "fun" option because I saw those as useless responses - how does a DM make a game more fun?

My choice was verisimilitude: making the world seem real makes it much more enjoyable, at least in my experience.
 

I chose getting the players emotionally involved, as being probably most important for the players having fun. Also 'coz if the players are involved, it gives me all sorts of nice plot hooks, and lets me tell a better story.
 

Wow, interesting feature of the new software - this popped up as a "similar thread" to something I posted on the Meta board.

My priority is that the players enjoy the story-arc, but my main ways of achieving that are through setting detail and characterization.
 


I voted "fun per adventure" because everything else is clearly secondary to me. Gather the gang, slay the snacks, and tell a whomping good story. Whether it's funny, tragic, dramatic, epic, or all, none, or more than one of the above. Maybe break for pizza. Or light sandwiches, baked chips, and salads now that we've all been beaten with the Over-30 Stick. Whatever.

The Game serves the Camaraderie. There is no higher reason for playing D&D than having a good time with friends. Sometimes we manage it with immersive play; sometimes not. Sometimes we manage it by furthering the campaign plot, sometimes not. Sometimes we're not in the mood for the heavy stuff. Sometimes we're not in the mood for the light stuff.

But I certainly wish we could play more often.... :)
 

I'm another for emotional investment. For the game to have impact, for the players to be excitied about what is going on, they need to care about what is happening to them and their characters.
 

Yes, fun is important, but how does one achieve that fun for the group?

I voted "Other" because, like some posters, I believe multiple answers apply.

A consistent world is important, internally consistent, with strong reasons for adventure, challenges for multiple levels of PCs, believeable (and loveable/hateable) NPCs, a real reason for both the players and the PCs to get together every session -- all of these things are part of the "fun". :)
 

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