Are you a good Dungeon Master?

I have been DM'ing since 1982 (except for my 6 years away from the game in the 90's) and I feel like I am always learning. I have never been satisfied with my DM'ing. The hardest part for me has been keeping up with the changes in the game and in player attitudes towards the game.

I have had games nearly fall apart, but have never been asked to step down as DM. There are people who don't want to play in my gaming group, but there are far more people who, when they hear that I am DM'ing a game, desperately want to be a part of it.

Am I a good DM? I have definite strengths and weaknesses, that I know better than anyone (especially the weaknesses).

I just hope that I get better every time I get behind the screen.

DM
 

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Crothian said:
I'm quoting this because this is one of the single most ridiculus things I have read in a while. Where did you come up with this? Never was it stated that posts made one a gaming authority. Also, never was it stated or even hinted at that I am the absolute gaming authority. So, why would you even need to post something like that? I expected to actually read on and learn that the sky was blue.


Sweet, glad I could provide some entertainment for you Crothian.

I wasn't referring to you per se, or I would have suggested that "35,000+ posts don't make you the absolute authority on all things gaming" :) . My comment meant to suggest that, in my opinion, no matter how long one has been gaming (or posting at EnWorld), we all have different criteria for what makes a "good DM", and that there is no correct answer for the query.

Sorry if you took it personally, it wasn't meant that way.
 

I used to be humble about it, but not anymore.

My players want to come back each Monday. They brag about our campaign Tuesday through Sunday.

I'm fortunate to have such a group. But there's no kidding anymore. I kick ass as a DM.

J. Grenemyer
 

Good?! No.... vile evil, a schemer,... something like that. :]
Don't know if the players like that (until now, I rarely received complains about my DMing style....so, either the players are diplomatic and try to avoid discussions...or it was ok so far).
 

Depends on the game. I'm a very good D&D DM, based on the fact that I have run several multi-year campaigns and generally have very low player turnover despite the fact that each campaign tends to be with a different gaming group.

I'm a mediocre Mage DM. I'm not bad; my games last a year or so, but the rules for WW crossover games were so contradictory that the tended to bog down a bit.

I can run Shadowrun fairly well but I can't DM anything more than one-shots; my brain can't generate a campaign.

I suck at running cyberpunk despite knowing the rules; it somehow always devolves into GM vs Player.

So "yes I am", "I'm okay", "meh, I can wing something", and "no".
 

No.

I am pretty good of the actual game part of DMing but I really hate and suck at prepping for the game. I actually love game night, if the players latch onto something I get really get into it.
 

Am I hard on myself? Vs. Am I a good DM?

It seems the thread has blossumed into two distinct questions. Are we, as DM/GM's too hard on ourselves matched with the natural extension of are we good or bad DM/GM's.

I'll throw my two cents in on both thoughts.

I am quite hard on myself. This is because I have chosen to run my sessions in order to develop my novel's world. I strive for the perfection I see in my mind's eye. I strive to produce and display this for my players to enjoy and walk through. It is when they redevelope this world, and make it better, that i again repeat the cycle. Being hard on myself, and demanding good sessions in my mind allows for good sessions.

Am I a good DM/GM? I suppose that all centers on what I believe a good DM to be counter balanced by what my many players have told me I actually am.

In my mind a good DM/GM has the following traits, or is in the process of developing them.

1: He/she builds the house's framework, and allows the PC's to place doors, windows, walls, furniture, etc where they will. A PC group that feels they control their destiny in a backdrop of realitive realism is a happy group. Should my PC's decide to become pirates and sail the open seas...I will be right there too.

2: Which means a good DM/GM is adaptable. Gotta be.

3: He/she uses interesting tools to highlight or amplify the gaming experience. Music, writing utensils, miniatures, whatever.

4: He/she knows why their players play the game, what they want, and makes sure they know why he/she is there to DM/GM.

5: Finally a good GM/DM knows when to say yes, and when to say no, but to obfuscate said decision through the plot of the game. Don't like gnomes? Rather than say no, make a reason in game why there are no viable options for them. If the player comes up with a wicked cool reasoning for one...well damn...your game just got better.

So, in all, yea I am hard on myself, but every player i have had grow me and make GM/DM'ing fun for me, or a horror (lol), have said i am damn good at it. So i'll not look a gift horse in the mouth! :)
 

I am a pretty average DM. With the right circumstances I think I'd be pretty great, but with anything realistic I'm average. If I had a group that would stick to a story I detailed out (aka, played along) it would go quite well. If I could be satisfied with hack-n-slash it would go quite well. If I could ever actually finish a world it would be great. If I could ever actually finish a campaign it would be great.

Unfortunately, part of being a great DM is having great patience, having a great group of players, having a regular schedule, and so on. Without those, the DM's ability is going to be hindered.
 


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