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A Rant: DMing is not hard.
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<blockquote data-quote="Warnavick" data-source="post: 9817087" data-attributes="member: 6967287"><p>I have learned in no particular order:</p><p></p><p>Call of Cthulhu and Vaesen: Run better mysteries and be better at telegraphing clues, characters and events. Also I learned how to narrate and emphasize horror tones in my plots.</p><p></p><p>Worlds without Number and Stars with Number: Run better sandboxes and dungeons.</p><p></p><p>Fantasy Flight Games Star Wars : Run better cinematic and dramatic plots. </p><p></p><p>Warhammer fantasy/40k and pathfinder: learned make tactically interesting combats.</p><p></p><p>Of course there are plenty of games I've played but didn't really learn anything from. Though mainly that is because I already learned most of what it had to offer from something else. Symbaroum, Lamentations of a flame princess , and Mork Borg , while each unqiue in their own way, taught me similar lessons to the Words Without games. Warhammer Wrath and Glory was an interesting mix of ideas. It was still mostly warhammer 40k with some extra meta currencies. I also didn't run or play enough of Shadowrun, Fate, or Lancer to get anything.</p><p></p><p>While I was typing it out and thinking about it, I would say that the primary reason that these systems helped me develop as a DM for DnD was because they had focused more on a specific style than I was used too running in a general fantasy game. That focus and repeated play sessions really drove home those lessons. Such as in my typical dnd game I might run a mystery once in a blue moon ,but in call of cthulhu every campaign is a mystery nearly all the way through. So that time running that game gave me 10x the experience of running mysteries than I would have using typical dnd. Call of cthulhu also was designed with being played with a focus on the mystery. The tips and tricks in the GM section were a lot more specific and expanded than another games guidance I have read about conducting and running mysteries.</p></blockquote><p></p>
[QUOTE="Warnavick, post: 9817087, member: 6967287"] I have learned in no particular order: Call of Cthulhu and Vaesen: Run better mysteries and be better at telegraphing clues, characters and events. Also I learned how to narrate and emphasize horror tones in my plots. Worlds without Number and Stars with Number: Run better sandboxes and dungeons. Fantasy Flight Games Star Wars : Run better cinematic and dramatic plots. Warhammer fantasy/40k and pathfinder: learned make tactically interesting combats. Of course there are plenty of games I've played but didn't really learn anything from. Though mainly that is because I already learned most of what it had to offer from something else. Symbaroum, Lamentations of a flame princess , and Mork Borg , while each unqiue in their own way, taught me similar lessons to the Words Without games. Warhammer Wrath and Glory was an interesting mix of ideas. It was still mostly warhammer 40k with some extra meta currencies. I also didn't run or play enough of Shadowrun, Fate, or Lancer to get anything. While I was typing it out and thinking about it, I would say that the primary reason that these systems helped me develop as a DM for DnD was because they had focused more on a specific style than I was used too running in a general fantasy game. That focus and repeated play sessions really drove home those lessons. Such as in my typical dnd game I might run a mystery once in a blue moon ,but in call of cthulhu every campaign is a mystery nearly all the way through. So that time running that game gave me 10x the experience of running mysteries than I would have using typical dnd. Call of cthulhu also was designed with being played with a focus on the mystery. The tips and tricks in the GM section were a lot more specific and expanded than another games guidance I have read about conducting and running mysteries. [/QUOTE]
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