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 .
My bigest problem would have to be my appaling short-term memory. I am awful with remembering to use NPC's or PCs 'passive' powers or to just take account of particular effects.

Example: I placed a box containing a scarab of Death inside an anti-magic area (this is a horror-esque game) and the moment someone picked it out of the box I began describing its effects. Then, just as I was getting to the boring into flesh bit, the player piped in to remind me he was still in the anti-magic zone. Trap stupidly given away due to my forgetfullness. In the same game a player has a ring which is supposed to grow warm every time he is in danger -- I have yet (after five danger-filled sessions) to remember to alert him beforehand.

Yours,
Altin
 

log in or register to remove this ad

It's interesting that hardly anyone thinks that they're weak in constructing wilderness adventures.

I suspect that this may be because DMs have lower standards for wilderness adventures than they do for others, such as city and dungeon ones.
 

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.

That's my problem exactly.

That and NPC voices.
 

My bigest problem would have to be my appaling short-term memory.

I get your meaning. I have had brain farts that have affected play as well.

My players had been hired to steal a 2 foot tall platinum staue called the platinum pandora from a fence.

Long story short, during the chaos fo the botched robbery one of the players decided to try and high tail it on his own over roof tops with the statue.

A dramatic chase insued involving spells and potions and many skill checks and was about to result in the player getting away with the statue.

Then one of the chasing players pointed out the traitor could not be doing what he was doing because of encumberance.

He was right. It was very obvious and I missed it. It really caused a lot of problems.
 

I have an "Other" problem. It's related to adventure design. I don't have a coming up with adventures, in fact I come up with more ideas than I can use.

Problem is preparing those ideas. I often go over things in my head a lot, but I don't get much down on paper. Most times it not much of a problem, in fact it makes it easier to impovise when things that I hadn't planned on happen, but sometimes my brain isn't up to par and the game suffers.

This includes making maps. I'm not much of a map maker, I like to steal maps more than make them.
 


I do feel weak when it comes to wilderness adventures, especially outdoor combat. Many problems come from using miniatures, the white-board I use only extends so far and it's hard to convey the vastness of outdoors with one. "Um, this guy is about 500 ft. off this edge, etc." Also if the area is covered in trees and underbrush, during the combat I can't draw every stump and it just feels somehow... off.

I don't think there are many (any?) good wilderness modules out there that show what it can be like. If my players are traveling through the jungles of chult or the underdark how can I make the terrain seem exotic and dangerous without throwing fight after fight at them or just reading off some flavor text of their trip? Have them just roll wilderness checks? Just some stray thoughts.
 

The secret to wilderness encounters, especially long-range encounters, is to get away from miniatures on a grid.

First, get one of those 17x11 graph paper pads with a 1/8" grid. Pre-draw the terrain, complete with contour lines and indications of various things that can be used for cover.

Then you can keep track of a much larger area. If you need even more room, tape the sheets together.
 

I'm bad at designing adventures, and even worse at making maps. I also don't have a subscription to Dragon or Dungeon, but I'll probably pick those up as soon as I get some money.
 

My advice on wilderness adventures (in no specific order)

1) Skill checks allow those who have the appropriate checks a chance to shine (tracking, wilderness lore...)

2) The week before the session create 3-5 "random" encounters that are like miniature side treks. Instead of rolling D20 random goblins. Give each little encounter a unique little environment and a reason there are D20 goblins there. Its also a good way to manage random treasure.

3) Every one in a blue moon, throw a weather challenge at them. If they are out on the planes throw a tornado at them. Class A thunderstorm.

4) If you have never done it before. Through a compelelty harmless encounter at them that gives them a reward. Ex: the remains of a caravan that was raided ten years ago. If they search it they find a +1 dagger or some coin. It might make them want to pay attention on those road trips in the future.

5)Stolen from KoTD; Suprise ration inspection!
 

Remove ads

Top