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Advice on how not to feel like a lousy DM
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<blockquote data-quote="abirdcall" data-source="post: 7864229" data-attributes="member: 6748898"><p>You're supposed to have fun too.</p><p></p><p>Make sure that the players don't feel like you're there to entertain them (unless they are paying you). All of the people at the table are supposed to entertain each other.</p><p></p><p>The players need to buy into the campaign and make characters who are compatible with the game. They need to play in bounds of what you have prepared. Doing otherwise is just being a jerk.</p><p></p><p>And then there is the campaign itself. Just play a published adventure. I've been able to play some of them just by reading the first page of a chapter and then reading along during the game as we play. Some of them take more work but still much less than starting from scratch. </p><p></p><p>I haven't run into a WotC one that I didn't like. </p><p></p><p>There are things new DMs forget about like pacing which published adventures will be good at. They're also designed to incorporate the 3 pillars of play and allow for players to have multiple solutions to problems. There might be good chunks of the adventures you just don't get to because players have taken a different route but you haven't spent hours working on them so it's just fine.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 7864229, member: 6748898"] You're supposed to have fun too. Make sure that the players don't feel like you're there to entertain them (unless they are paying you). All of the people at the table are supposed to entertain each other. The players need to buy into the campaign and make characters who are compatible with the game. They need to play in bounds of what you have prepared. Doing otherwise is just being a jerk. And then there is the campaign itself. Just play a published adventure. I've been able to play some of them just by reading the first page of a chapter and then reading along during the game as we play. Some of them take more work but still much less than starting from scratch. I haven't run into a WotC one that I didn't like. There are things new DMs forget about like pacing which published adventures will be good at. They're also designed to incorporate the 3 pillars of play and allow for players to have multiple solutions to problems. There might be good chunks of the adventures you just don't get to because players have taken a different route but you haven't spent hours working on them so it's just fine. [/QUOTE]
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