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<blockquote data-quote="Lanefan" data-source="post: 6749325" data-attributes="member: 29398"><p>In my current game there are 4 players. Two of those have tried DMing in the past and aren't interested. The third isn't interested in DMing at all. The fourth is already DMing another campaign and hasn't got time for a second. Not always so simple... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If you want a campaign with no depth whatsoever, perhaps; but I've never seen or heard of a DM running a sustainable game without putting more time into it than the players. I'm talking long-term campaigns here, not one-offs or gonzo games.</p><p>Er...the DM is committing to run the game as long as people want to play in it, and has to show up if any session is to run. A player commits to one session at a time, usually, and if he no-shows the game can still go on.</p><p>Confidence with the rules is essential unless you've got a dream-like group of altruistic players who would never turn a disputed rule to their advantage. A DM also needs confidence in her rulings (remember, 5e = rulings not rules) and the ability to make those runlings in such a way as to keep the game playable.</p><p></p><p>What DM school did you go to, where they taught you how to do it so easy? </p><p></p><p>Do you not design your own world? Do you never houserule, or tinker with the system? Do you never write your own adventures, pantheons, story arc, or plot? Do you track or log or record what the party does, and when, and what it finds? All these things take time and effort, and there's a bit of skill involved in all but the last question.</p><p>Er...yes there is. You now need to determine where said Gnome comes from and whether that means there's other Gnomes out there; what their culture's like, etc. etc. Or you could leave it to the player, I suppose.</p><p></p><p>Or the same fun or even more fun, just with something different. </p><p></p><p>Lan-"not a Gnome fan, but there's far worse 'playable' races out there"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6749325, member: 29398"] In my current game there are 4 players. Two of those have tried DMing in the past and aren't interested. The third isn't interested in DMing at all. The fourth is already DMing another campaign and hasn't got time for a second. Not always so simple... :) If you want a campaign with no depth whatsoever, perhaps; but I've never seen or heard of a DM running a sustainable game without putting more time into it than the players. I'm talking long-term campaigns here, not one-offs or gonzo games. Er...the DM is committing to run the game as long as people want to play in it, and has to show up if any session is to run. A player commits to one session at a time, usually, and if he no-shows the game can still go on. Confidence with the rules is essential unless you've got a dream-like group of altruistic players who would never turn a disputed rule to their advantage. A DM also needs confidence in her rulings (remember, 5e = rulings not rules) and the ability to make those runlings in such a way as to keep the game playable. What DM school did you go to, where they taught you how to do it so easy? Do you not design your own world? Do you never houserule, or tinker with the system? Do you never write your own adventures, pantheons, story arc, or plot? Do you track or log or record what the party does, and when, and what it finds? All these things take time and effort, and there's a bit of skill involved in all but the last question. Er...yes there is. You now need to determine where said Gnome comes from and whether that means there's other Gnomes out there; what their culture's like, etc. etc. Or you could leave it to the player, I suppose. Or the same fun or even more fun, just with something different. Lan-"not a Gnome fan, but there's far worse 'playable' races out there"-efan [/QUOTE]
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