As a DM, what aspects of the game do you feel weakest in?

As a DM, what aspects of the game do you feel weakest in?

  • Roleplaying (Interesting NPCs, character voices, inspired orations...)

    Votes: 59 37.8%
  • Adventure writing (modules)

    Votes: 34 21.8%
  • Pacing (session, story overall campaign..)

    Votes: 36 23.1%
  • the Illusive "game balance"

    Votes: 12 7.7%
  • City adventures

    Votes: 16 10.3%
  • Dungeon crawls

    Votes: 15 9.6%
  • Wilderness adventures

    Votes: 14 9.0%
  • Game mechanics

    Votes: 23 14.7%
  • Perma other

    Votes: 17 10.9%

  • Poll closed .
Nightfall said:
I couldn't write an adventure model to save my life. But ...


.../snip/...


I thought I was the only one.

I usually have a good idea what's going on in the world and how it is going to react to those pesky PCs again - then a day or so before a session, I'm scrambling to put it all into rules.

In spite of all this, in my experience my players tend to prefer my free-form stuff to modules, which I have tried occasionally for changes of pace.
 

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I ticked Other (call me a square peg if you want).

I'm weakest in preparation. I can do all the rest if I get my preparation done, but weak preparation leads to weakness in other areas sometimes.
 

I voted "other." I think I do a fairly good job with most aspects, and throw a variety at my players (dungeons, wilderness, new mechanics, goofy role playing opportunities, etc.). However, one thing I haven't been able to do, which my players have specifically asked for, is politics.

I guess I just don't grasp both the subtleties and motivations of politically inclined people. All my villians are so obviously villianous, its pathetic. And everyone's plots and plans are very straight forward. I would love the opportunity to introduce a character which was seen by the players as an ally, but turned up several sessions later to be something else. But so far, I haven't been able to pull it off.

Any suggestions?!?

FM
 


I've never written a module so I'll assume I'm weak there. :)

I haven't done many dungeon crawls. Most of my campaigns are city/wilderness based. So I'm a little weak there.

My biggest weakness is that I don't describe things out of combat very well. Not that I leave things out or give vanilla descriptions (like, you see a 20x20 room) but that I sometimes find it hard to tell the players what I see in my head. Not all the time but it happens enough that I've had to repeat/clarify things multiple times and that slows down the game.

I'd like to think I make up for it by having colorful NPC's, interesting situations and keeping game balance most of the time. :)

BTW, this is a helpful thread. Realizing weakness is the one of the truest ways to grow. :D
 


I consistently have great ideas, provide interesting story-lines, strange characters with varying forms of motivation, and a significant degree of suspense, mystery, and conspiracy.

I am weakest when it comes to game mechanics. I think I've improved a great deal since 3ed came out and I can hold my own now, even to the point of clarifying rules, but that is where I'm weakest.
 

Salutations,

I have trouble writing adventures right for my group. I want to have my kind of game and they want theirs- the compromise is the hardest part.

FD
 

Re: Damn!!!

BluWolf said:
I forgot the biggest one most novice DMs fear the most.

Improvising.

Improvising is a tough one for me. Not because I can't make things up, but because I just know the players are going to find some way to twist it in an unexpected -and unbalancing- situation. I end up scared to introduce anything of interest if it hasn't been extensively tested for min/maxing.
 

I have a number of, IMHO, cool and interesting ideas. However, I have extreme difficulty making those ideas into playble adventures. Either the idea itself isn't condusive to gaming, or I don't do the necessary work to pull it off.
 

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