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Burning Questions: What's the Worst Thing a DM Can Do?
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<blockquote data-quote="Rya.Reisender" data-source="post: 7758361" data-attributes="member: 6801585"><p>I'm the opposite. I need a DM that absolutely strict with the rules and doesn't add any house rules (and rulings only when he can provide a source e.g. a tweet by Jeremy Crawford). I want to play the game as it was intended by the creators and not what the DM likes it to be.<strong></strong></p><p><strong></strong></p><p><strong></strong></p><p>Depends for me. I think a DM doesn't need to accept everything. Like if the players are like "Let's not pursuit evil and instead let's run a bakery!" I think it's okay to tell them that's not going to happen in your games. Even dungeon order is okay to be railroaded by the DM (though of course it's cooler if the players at least think they are making that decision themselves), since going to a dungeon that's not too hard and not too easy is also in sake of maximizing fun.</p><p>However, smaller things like the players coming up with unique ideas to resolve the problem that the DM doesn't expect at all - here I'd say a good DM needs to be flexible and work with the player's ideas.</p><p></p><p></p><p>Sure a good DM is a great roleplayer. I'm not, but I tell my players that ahead of time (when recruiting them). I definitely read all box text of an adventure by the word. I find that's important because it might contain hints that I as DM didn't even recognize but my players might.</p><p>I don't think that's one of the worst things a DM can do.</p><p><strong></strong></p><p><strong></strong></p><p>Yeah, that's pretty much a no-go. I agree with that.</p><p></p><p>For me the worst things are:</p><p>1. House ruling</p><p>2. Inability to properly interpret rules and make use of Sage Advice when in doubt</p><p>3. Hiding rolls / fudging dice</p><p>4. Not putting much effort into the game / lack of dedication (aka when I feel I invest more than the DM does)</p><p>5. Telling players what their PCs do (unless it's a spell effect)</p></blockquote><p></p>
[QUOTE="Rya.Reisender, post: 7758361, member: 6801585"] I'm the opposite. I need a DM that absolutely strict with the rules and doesn't add any house rules (and rulings only when he can provide a source e.g. a tweet by Jeremy Crawford). I want to play the game as it was intended by the creators and not what the DM likes it to be.[B] [/B] Depends for me. I think a DM doesn't need to accept everything. Like if the players are like "Let's not pursuit evil and instead let's run a bakery!" I think it's okay to tell them that's not going to happen in your games. Even dungeon order is okay to be railroaded by the DM (though of course it's cooler if the players at least think they are making that decision themselves), since going to a dungeon that's not too hard and not too easy is also in sake of maximizing fun. However, smaller things like the players coming up with unique ideas to resolve the problem that the DM doesn't expect at all - here I'd say a good DM needs to be flexible and work with the player's ideas. [B][/B] Sure a good DM is a great roleplayer. I'm not, but I tell my players that ahead of time (when recruiting them). I definitely read all box text of an adventure by the word. I find that's important because it might contain hints that I as DM didn't even recognize but my players might. I don't think that's one of the worst things a DM can do. [B] [/B] Yeah, that's pretty much a no-go. I agree with that. For me the worst things are: 1. House ruling 2. Inability to properly interpret rules and make use of Sage Advice when in doubt 3. Hiding rolls / fudging dice 4. Not putting much effort into the game / lack of dedication (aka when I feel I invest more than the DM does) 5. Telling players what their PCs do (unless it's a spell effect) [/QUOTE]
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