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A Rant: DMing is not hard.
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<blockquote data-quote="AlViking" data-source="post: 9815692" data-attributes="member: 6906980"><p>I think those are all valuable things to have, but hardly required. </p><p></p><p></p><p>You can have someone else help organize. My wife is the planner in our family, so she does the scheduling.</p><p></p><p></p><p></p><p>I know the rules better than most but if someone knows the rules better I ask for information. There's no shame in someone other than the DM being the expert.</p><p></p><p></p><p></p><p>I think sometimes DMs put too much pressure on themselves. Make a decision to keep the game moving and have a discussion later. It's not that DMs don't have to make decisions, it's that DMs should go easy on themselves about the decisions they do make. If you're doubting yourself talk to people outside of game time and get feedback - I've been DMing for years and I still do so now and then. Like everyone I make mistakes or think about how I could have done something better after the fact, just remember you aren't a failure if you make a goof or ten.</p><p></p><p></p><p></p><p>The level of detail is going to be personal preference. You have to impart enough for the players to make decisions but, for example, I limit the information to what I think the characters would know. Other people tell the players almost all of the details, down to specific DC targets. Meanwhile there were times back when I was watching Critical Role when I thought Matt Mercer would go on far too long in his descriptions. Find your own balance and methodology. I improvise a lot, others need to write down text they can read to the group during the game.</p><p></p><p></p><p></p><p>Everyone at the table, DM included should interact with the fiction in a way they are comfortable with.</p><p></p><p></p><p></p><p>The important thing is to keep lines of communication open and be civil. Have an issue? Discuss it directly and however you think will work best. That may include talking to other players first, texting or chatting online or just having a face-to-face conversation. On the other hand I know some people seem to think they need to be the group counselor and it can be but it's not necessary. </p><p></p><p>An important thing to remember is that you can't please everyone. Sometimes one individual will want something you as DM don't want (e.g. play an evil character) and it's just not going to work out. It's been rare for me, but it does happen every once in a while and there's no reason to feel bad or guilty if it doesn't work out.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9815692, member: 6906980"] I think those are all valuable things to have, but hardly required. You can have someone else help organize. My wife is the planner in our family, so she does the scheduling. I know the rules better than most but if someone knows the rules better I ask for information. There's no shame in someone other than the DM being the expert. I think sometimes DMs put too much pressure on themselves. Make a decision to keep the game moving and have a discussion later. It's not that DMs don't have to make decisions, it's that DMs should go easy on themselves about the decisions they do make. If you're doubting yourself talk to people outside of game time and get feedback - I've been DMing for years and I still do so now and then. Like everyone I make mistakes or think about how I could have done something better after the fact, just remember you aren't a failure if you make a goof or ten. The level of detail is going to be personal preference. You have to impart enough for the players to make decisions but, for example, I limit the information to what I think the characters would know. Other people tell the players almost all of the details, down to specific DC targets. Meanwhile there were times back when I was watching Critical Role when I thought Matt Mercer would go on far too long in his descriptions. Find your own balance and methodology. I improvise a lot, others need to write down text they can read to the group during the game. Everyone at the table, DM included should interact with the fiction in a way they are comfortable with. The important thing is to keep lines of communication open and be civil. Have an issue? Discuss it directly and however you think will work best. That may include talking to other players first, texting or chatting online or just having a face-to-face conversation. On the other hand I know some people seem to think they need to be the group counselor and it can be but it's not necessary. An important thing to remember is that you can't please everyone. Sometimes one individual will want something you as DM don't want (e.g. play an evil character) and it's just not going to work out. It's been rare for me, but it does happen every once in a while and there's no reason to feel bad or guilty if it doesn't work out. [/QUOTE]
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