D&D General Being A Better DM

Mostly I agree with this, but...

The worst thing a DM can ever say to his players is "I don't know" - it erodes confidence in the players that the DM knows what they're doing. If you don't know, make it up.

I disagree with this, or at least I think it's dangerously phrased. I trust a GM who'll admit ignorance, and ask the more knowledgeable players for advice. I don't trust GMs who act like they know it all and just make sh*t up, either claiming it's RAW, or randomly messing with the system - some games like 1e AD&D are fine with treating the rules as guidelines, but that's much riskier in WoTC D&D editions. A GM randomly deciding that 5e Rogues couldn't use ranged weapon sneak attacks when shooting into melee really got my goat.
 

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The Role of the Game Master
The Game Master (GM) is a player who takes on many of the responsibilities and burdens to create a fun and memorable experience for others. As both collaborator and competitor, the GM often walks a fine line to create a fun and memorable experience for everyone. Its not always an easy task, but it makes the Game Master one of the most important, challenging, and rewarding roles to play.

Friend or Foe?
Ideally, when everyone comes together for a game session, it is with the sole purpose of having fun in a social, friendly environment. One of the major challenges for any GM is to ensure the players are enjoying the game, while simultaneously challenging them (and their characters) in the game. This presents a peculiar dichotomy where one might see the GM has two very opposite ideas regarding their intentions for you and your group.

As a collaborator and friend, the Game Master should be willing to work with you as a player to ensure your mutual needs and expectations within the game are being met. Do you want to play a certain character? The GM makes sure there is room in their setting and narrative. Want to fight more monsters, or roleplay more of your scenes? The GM provides opportunities for everyone to indulge in the kind of experience they want most.

Now it's game time, and the GM assumes the less attractive role of competitor and foe. Enemies are battled, dice are rolled, and rules are contested. The characters suffer some minor setbacks, but the obstacles keep piling up. Does the GM have it out for the party? Is that a new rule or something they made up? Why can't we just do this instead?

There's nothing insidious or diabolical going on here. The GM is simply doing their job. Whether they're being good or bad at it may be open to subjective interpretation based on a number of variables we can't even begin to cover in one sitting. But what it really comes down to is perception of how the relationship between the GM and their players exist. In other words, do the players trust their GM or not?

The Players' Advocate
Some could argue what it takes to be a good Game Master. Fact is, there are a lot of different traits and characteristics that could be used to define a variety of categories, levels, and types of GMs in any game, genre, or setting. But for each person that considers X or A to be the defining feature or quality of a good GM, there's likely to be a dozen others who would disagree.

Trust, on the other hand, is neither a quality nor a trait you can assign to a role or a person. It is simply a bond that cannot be demanded or expected, but instead, must be earned, cultivated, and won. In my book, Game Masters who do this are the ones who advocate for their players. They want the characters to win. They want them to succeed.

But the good Game Master also wants their players to earn their rewards, to overcome their obstacles, and to face their challenges. Trusting your GMs means understanding that they are not your real adversary. It is simply their job to provide your characters with adversity, and hope that you can move on to see the next part of the game.

On the other hand...
At the least, we're assuming that the Game Master is not behaving like your real adversary by trying to defeat your party in the game. That's perfectly fine if the expectation was already there and mutually agreed upon by everyone in the group. Just like there are different ideas of what makes a GM good or bad, there are different styles and games we play. You'll still want to be able to trust that your GM is being fair when he challenges your characters this way. But as long as everyone is having fun, then game on!
 

Do not just stay on one side of the screen. Understand what it is like to be a player in a role playing game. This will help you retain empathy for the other people you play with.

Only do fun prep. If prep is not fun find a way around it or play a game where the prep is fun,

Play and run different games. Experiment. Find out what you like doing.

Always believe you have more to learn. Listen to feedback.

Share ownership. The quality of the game does not just rest on your shoulders. The same for the credit.
 

Lastly, take some time to sit on the player's side of the screen. Nothing will give you an appreciation of the wants and tribulations of your players as sitting in on a game as a player from time to time. The DM has a lot of balls to juggle as well as a different vantage point about the game overall than the players do. It helps to let go of some that responsibility and be reminded of those things that players want from their game. Likewise, seeing the style of other DMs - and how they handle various scenarios - can be very enlightening to how to improve (or what to avoid) in your own games.

This is the main reason I ever play. Totally agree!

- Miniatures are nice, descriptions are better. .

You Heathen!
 

A GM randomly deciding that 5e Rogues couldn't use ranged weapon sneak attacks when shooting into melee really got my goat.
This is a change I'd make to 5e without a second's thought: sneak attacks work for melee weapons only.

Having sneak attacks work for missile weapons in 3e was dumb dumb dumb, and that they perpetuated that into 4e-5e boggles the mind.
 

@Campbell I agree with most of what you say, except for this:
Play and run different games
No.

Find one game that you like running, learn it inside out and backwards, and run it exclusively. Stick with that game, yet feel free to modify it to suit your (and your players') tastes. Players will either like it or they won't, but you won't be stuck running a game system you're not comfortable with.

Let other people run other games.
 

This is a change I'd make to 5e without a second's thought: sneak attacks work for melee weapons only.

Having sneak attacks work for missile weapons in 3e was dumb dumb dumb, and that they perpetuated that into 4e-5e boggles the mind.

OK, well, the thing is that in 3e-4e-5e, all PCs are supposed to be able to contribute to combat at a roughly equivalent level, and the 5e Rogue depends on easy access to Sneak Attack in order to do so. So it's a major nerf; it definitely needs to be stated pre character creation, not during combat!
 

OK, well, the thing is that in 3e-4e-5e, all PCs are supposed to be able to contribute to combat at a roughly equivalent level, and the 5e Rogue depends on easy access to Sneak Attack in order to do so. So it's a major nerf; it definitely needs to be stated pre character creation, not during combat!
Roughly-equal contribution to combat isn't really a concern of mine provided those whose contribution to combat is lesser can make up for it in other ways. In the Rogue's case, this make-up realm is - or should be - exploration.

Ranged sneak attack bugged the hell out of me in 3e when I met it there, and still does.
 


All sound advice, but I'd like to riff off of this part. As a DM be open to being wrong, to knowing that you will make mistakes. And when you do, look at what you did wrong, learn from it, learn to be better for the next time.

We've all known DMs that refuse to accept being in the wrong. Those are the ones that never get better at their game.

Because, God I've done a lot wrong over the years. But both those mistakes I made, and those decisions I made that worked helped make me a better DM as well - as long as I paid attention.
 

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