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<blockquote data-quote="mtbdm" data-source="post: 2689929" data-attributes="member: 3935"><p><strong>chicken salad from chicken <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=":)" /><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=":)" /><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=":)" /><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=":)" />? Not likely.</strong></p><p></p><p>I don't believe there is an objective measure of a good DM--even entertainment value. A bunch of twinks might enjoy a Monty Haul DM that will let them become gods and rule the universe. That doesn't make it what I'd consider a good game. </p><p></p><p>The most important facet of DMing, or playing, is finding players and a DM that enjoy mostly the same things about the game, whether that be combat and tactics, story, eating pizza, exploration, continuity / suspension of disbelief, or whatever. </p><p></p><p>I think I'm a damn good DM so far as I achieve the kind of game I set out to run. I like good continuity, depthy characters and NPCs, intrigue and exploration. If you like those things, you'll probably love my game. </p><p></p><p>If I have faults as a DM, they are:</p><p></p><p>1) that I'll spend too much time looking up rules due to my past DM abuse by idiot twinks. I'm getting over that and I've got players now who are respectful of me and each other and want mostly the same things out of the game. </p><p></p><p>2) that I often try to cram too much into a single campaign and extend the story beyond the point of it being interesting. In other words, in the past I have not always had the wisdom to end campaigns before they "jump the shark." What you don't put in a campaign can be as important as what you do.</p><p></p><p>If I had one piece of advice for new DMs it'd be "You can't make chicken salad outta chicken <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=":)" /><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=":)" /><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=":)" /><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=":)" />." In other words, good players and a good DM can make ANY game in ANY system fun. Get good "ingredients" for your game, and the result will be gourmet fun. Get a bunch of twinky gunbunnies and an overcompetitive rules lawyer with a mean streak for a DM and it'll suck (unless you enjoy 8 hour rules arguments, in which case go for it.)</p></blockquote><p></p>
[QUOTE="mtbdm, post: 2689929, member: 3935"] [b]chicken salad from chicken :):):):)? Not likely.[/b] I don't believe there is an objective measure of a good DM--even entertainment value. A bunch of twinks might enjoy a Monty Haul DM that will let them become gods and rule the universe. That doesn't make it what I'd consider a good game. The most important facet of DMing, or playing, is finding players and a DM that enjoy mostly the same things about the game, whether that be combat and tactics, story, eating pizza, exploration, continuity / suspension of disbelief, or whatever. I think I'm a damn good DM so far as I achieve the kind of game I set out to run. I like good continuity, depthy characters and NPCs, intrigue and exploration. If you like those things, you'll probably love my game. If I have faults as a DM, they are: 1) that I'll spend too much time looking up rules due to my past DM abuse by idiot twinks. I'm getting over that and I've got players now who are respectful of me and each other and want mostly the same things out of the game. 2) that I often try to cram too much into a single campaign and extend the story beyond the point of it being interesting. In other words, in the past I have not always had the wisdom to end campaigns before they "jump the shark." What you don't put in a campaign can be as important as what you do. If I had one piece of advice for new DMs it'd be "You can't make chicken salad outta chicken :):):):)." In other words, good players and a good DM can make ANY game in ANY system fun. Get good "ingredients" for your game, and the result will be gourmet fun. Get a bunch of twinky gunbunnies and an overcompetitive rules lawyer with a mean streak for a DM and it'll suck (unless you enjoy 8 hour rules arguments, in which case go for it.) [/QUOTE]
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