[DM Topic] What is "Lazy DMing"?

dreaded_beast

First Post
(After re-reading this post, I apologize if this sounds like a regurgitation of many of my other posts in the past.)

I have run 10 sessions so far and I am afraid that I have been doing what is known as "Lazy DMing".

However, I am not exactly sure what that term entails, so please let me know, according to your own definition; and if you think "Lazy DMing" is a "bad thing".

I am very bad at preparation. Usually my preparation consists of thinking over an idea for a couple of weeks/days/hours before the actually session. If I can ever get to it, then I jot down a few notes in regards to what I want to run in the upcoming session. However, the notes are very minimalist and sometimes are just echoing the thoughts I have mulling over in my head.

There is nothing concrete, beyond a who, what, where, and why. I usually don't write down DCs, monster stats, NPC stats, etc. For these things, I usually refer to the Core Books during the actual session or I make something up on the spot. In the case of making something up on the spot, I try to do it in such a way so that the players do not know this.

However, I am starting to discover that I have an easier time at "winging it". Since I have spent a good amount of time thinking about possible events before a session, I have my ideas somewhat "memorized". Using those ideas as a guide, I "make things up" as the session progresses.

I would say the most work I do would be after the session, where I write a summary of events for that particular session. This way, I feel I can keep a sense of consistency, vermisilitude(sp?) and it also helps me come up with ideas for upcoming sessions. (Hmm, according to my notes, 2 sessions ago they killed a random boar in the forest. Perhaps the boar belonged to a wereboar who has come looking for his animal companion?)

Being new to the world of DMing, I have been worrying over if I have been doing things the "correct" or "right way". My only consolation is that my player has been saying she has been having a lot of fun and is always eager to play.

Now, is this "Lazy DMing" or do any of you DM in such a way?

Any comments/suggestions are welcome.
 

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"Lazy DMing" is only lazy when you don't put a lot of effort into preparation and the players aren't having fun.

If the players are having fun, it's "efficient DMing". Don't let anyone tell you otherwise.
 

dreaded_beast said:
However, I am not exactly sure what that term entails, so please let me know, according to your own definition; and if you think "Lazy DMing" is a "bad thing".

Ummm... yeah, based on what you are saying, I would say you are being a little bit lazy. And as to whether or not it is a bad thing, ask your players.

dreaded_beast said:
Usually my preparation consists of thinking over an idea for a couple of weeks/days/hours before the actually session. If I can ever get to it, then I jot down a few notes in regards to what I want to run in the upcoming session. However, the notes are very minimalist and sometimes are just echoing the thoughts I have mulling over in my head.

This is probably the most important part of the whole game. Knowing who knows what, and what they will tell you, and what they will do, makes your world more real than if you have a whole sheaf of stat blocks ready to go but no idea what to do with them.

dreaded_beast said:
There is nothing concrete, beyond a who, what, where, and why. I usually don't write down DCs, monster stats, NPC stats, etc. For these things, I usually refer to the Core Books during the actual session or I make something up on the spot. In the case of making something up on the spot, I try to do it in such a way so that the players do not know this.

For me, this is where the problem would probably lie. How quickly are you able to look stuff up, make it up, etc? If you are not being efficient, then odds are combats and such are pretty boring for your players. That might be a major sticking point in your success as a DM.

dreaded_beast said:
However, I am starting to discover that I have an easier time at "winging it". Since I have spent a good amount of time thinking about possible events before a session, I have my ideas somewhat "memorized". Using those ideas as a guide, I "make things up" as the session progresses.

I would say the most work I do would be after the session, where I write a summary of events for that particular session. This way, I feel I can keep a sense of consistency, vermisilitude(sp?) and it also helps me come up with ideas for upcoming sessions. (Hmm, according to my notes, 2 sessions ago they killed a random boar in the forest. Perhaps the boar belonged to a wereboar who has come looking for his animal companion?)

Being new to the world of DMing, I have been worrying over if I have been doing things the "correct" or "right way". My only consolation is that my player has been saying she has been having a lot of fun and is always eager to play.



Well, that's the bottom line right there. If she is having a good time, and if you are having a good time, then you're doing ok.


Personally, I find that I enjoyed this last session, over the weekend, more than any other because I was really prepared, and therefore was able to keep the NPC's in character and keep track of what they knew, what they were going to do, and how much they were willing to tell the PCs. I was really ON the whole evening, and it was a lot of fun.


jtb
 

I don't know, but all I can say is keep track of things you have happen. I used to have a DM who would wing stuff pretty much exactly the way you do, except for the million or so characters he would write up during the week. He would often just forget fairly important stuff: assassination attempts on the PCs, prophecies he spoke about, the genders of some people, what happened last week, etc. It really, really started to grate, so I killed him. So, if you want to enjoy a long life, make notes about the things that are crucial, lest they are filed away in the dusty annals of your brain, never to come to fruition.

Peace friggin' out.
 

I don't think "winging it" is lazy GMing... Heck, you can prepare all you want, but if the PCs go left instead of right, you'll be wingin' it anyway.

As Jericho indicates, though, it's a question of efficiency (and, of course, fairness), as well as the fun-factor for you and the player. And, as Uzomaki colorfully described, remembering those little details that come up during game so that when the players ask about them you aren't drawing blanks.
 
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Another aspect of lazy DMing is not thinking through why and how things happen - just 'hand wave' everything.

For example you wish to take your PC(s) prisoner - admittedly not a plot device I'm fond of... but a 'lazy DM' might use guys with clubs and unlimited hitpoints and no way of evading them - any escape plan the PCs make will not work. Basically whatever any player did, no matter how smart, the players will be captured.

In this case it is 'lazy' - partly because the GM can't come up with a decent plan to capture them and also because they can't alter the plot with a 'what if they escape' clause.

The short version, I supose I view it as badly thought out railroading.

That's my 2 cents.

Don't think that goes 'hand in hand' with a lack of preparation... Some of the best games I've played in have been 'winged'! :D
 

Lazy DM is when the DM railroads you, won't even let you try something you suggest to get rid of the plot item, just says "that won't work, you MUST do it like this". Then when we get around to doing it like the DM, he still does not have it work. I went though a game like this, no fun.
 

I'm a pretty lazy DM, so I know where you're coming from. I hardly have any notes for my campaign, and I've had the moments where the players ask things like "What town were we just at?" and I have absolutely no idea. The main thing I write down now are names of places and NPCs, because those are very important to maintain verisimilitude.

But is it a bad thing? Not necessarily, IMB(iased)O. It just depends on the style of game. If most of your players aren't really big on rules, they aren't going to notice that your monsters have a few too many HP's for their number of attacks, or they shouldn't be able to cast that spell, etc. As long as you know what should be going on, and keep the story going logically based on what's been happening, the players (and you) should be happy. Focus your creativity on cool events, places, and plot twists, and not on stat blocks. Making stat blocks are what computer programs are for.
 

My techniques are not so different than yours, dreaded_beast and I don't consider myself a lazy GM. I will note that I naturally tend toward a greater degree of preparation and I tend to execute it more when the group is low level. But I'm running a group that is around 12th level now and I've got to be able to think on my feet. The campaign is no longer site based but much more event based with the party teleporting all over hell and gone, passing various bits of information to various parties and generally being highly mobile.

Generally I will just do lots of contemplating what the different major NPC's and factions want to accomplish and how they're going to do it. I familiarize myself with the spells and magic they may have at their disposal to determine if there is anything obvious or tricky they may try. I read over sections of the rules that are likely to be relevent such as if there is likely to be a cave in or lots of grappling or whatever.

One other thing I do that you may or may not benefit from is to write down the monster stats on index cards. This alone massively speeds up combat because I write down all the important stuff on the card, in a standard format, and I almost never have to look at the Monster Manual to run the combat. The simple act of transcribing from book to card will sometimes get me to notice some obscure ability that a monster has that I might have overlooked.

Also I recommend keeping a pad handy and jotting down the names and other important info about any NPC's you make up on the fly. After the session, give this information a look over and determine if you need to write more material down for that NPC (especially if they are going to be a major, recurring character) or not (like if the party is never going to see them again).

Aside from that, it sounds like you're doing fine.
 

I don't understand why you are trying to label yourself.

If your players are happy with your work as a DM, then it doesn't really matter if you're lazy or not. Some DMs need a lot of time to prepare, while others improvise almost everything. Most DMs fall somewhere in between.

I think you will find it difficult to label a "lazy DM" without knowing exactly what they put into their game preparation. Even the laziest of DMs might be able to pull off a great game, as long as they can improvise well. If you dig deeper into what goes on with the DM, you're more likely to notice style differences.

As long as a DM can pull off a game, then how does a player know if the DM is lazy? It's like describing a lazy poet. How do you know how lazy they are as long as they write the poem? And frankly, who cares? As long as the players/readers enjoy it, it's a non-issue. ;)
 

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