[DM Topic] What is "Lazy DMing"?

It seems to me there is a spectrum from hyper-prepared to players-just-showed-up-and-I've-got-to-DM. Most DMs fall somewhere towards the middle, but we often drift towards one side or another depending upon our mood, stage in life, and vagaries of the campaign.

Back in the day, I was much closer to the hyper-prepared side of the spectrum than I am now. Partly, that's because I was younger, with fewer reponsibilities and more free time. But it was also party because the rules were so cumbersome then that not being hyper-prepared was just asking for trouble. With the current incarnation of D&D, the rules system hangs together much more neatly, which makes winging it not only easier, but more balanced.

The other huge advantage that DMs have these days is what you're using right now: the Internet. In various places you can find the game rules (online SRD) -- including every table you could ever need for a standard game --, as well as generators of every stripe (NPC, treasure, map, plot, you name it), various XP calculators, etc. ad infinitum. It makes being a "lazy DM" seem no only acceptable, but downright smart! Why prepare in advance when just-in-time DM'ing is so much more efficient?

I will echo the advice that you keep track of everything. Not only does this add to the verisimilitude of your campaign, it can spark all sorts of ideas for future plots. ("Hmm, back in Whitehaven, the PCs 'borrowed' some horses from a wealthy merchant and never returned them. I wonder what he's been up to since then?")

Above all, have fun, and be glad that your players are also having fun. That's what the game is about, after all.
 

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I disagree.

I used to be a lazy DM, winging everything, not deciding anything beyond the basics of a campaign until the characters begin acting. None of those campaigns lasted more than a few short months.

Since then, I've become involved with a new group of VERY experienced roleplayers. I've learned that preparation leads to a very capable DM. Which by itself, leads to a much better campaign and better sessions. I'll be DM'ing with this group for the first time in about 5 months. I've spent one month preparing, and will spend the next 5 preparing even more.

But hey, that's not for everyone. It just may be that some people are better than I am at being spontaneous. If it works for you go with it. But if you find that it's not working over the long haul, don't be afraid to invest some time and effort.

Both you and your players will think that the game is more enjoyable.

Just my 2 schillings worth,

Sparxmith
 


I've discovered this is my gaming group: The games I run are the only ones that last, and for one reason. I'm the only non Lazy GM. Lazy GM's usually don't have their games last, at least not with some experienced gamers in the party. To make a game last, at least with my group, you need a plot and add some surprises to keep it interesting. Else you'll just be running oneshot after one shot with teh same characters. I know this might be a bit exagerating but still, I think it makes the point I want it to.

If you want a lasting game, plot and diversion sooner or later have to make an entrance into the game, one way or the other. My players read every book like 3 times, so in order to keep my game intesting I was forced to create custom dungeons, traps, monsters, unique critters, the works. Else nothing was working on them anymore.

The last thing I said is in my experience one of the best tricks to surprise a munchkin powergamer ruleslawyer whatever. If you set them up with custom weapon abilities, traps, weather encouters, monters with unique abilities you'll scare them and they'll won't know what to do. For my group this envigorated the gaming group, the rules lawyers kinda "rediscovered" what it was like to first encounter something, to feel that trill of "what is it gonna do next?" If you are an experienced gamer you know what each written monster does or can do, even though IC you char doesnt know it and you play it well, it doesn't provide that thrill for the player. If you create custom things you will provide that for even the most experienced players.

Seeing that on their faces and with music on and stuff and seeing them feel that and having such a thrill of the game like they hadn't had in years was my biggest reward and the one and only reason why I almost always DM.

Just a tip ;)
 


It really comes down to a question of style. Some people work well with with improvisation, others are at their creative peak preparing. Neither is better, so long as it works (read: everyone is having fun).

Personally, I like to prepare. I prepare exhaustively, WAY more than necessary. This helps me figure out who the NPCs are, what they want, and how they go about getting it. It allows me to roleplay the subtleties of hidden plots, think of memorable encounters with weird beasties, and make cool handouts for evenyone to ogle. I tried winging it once, with just some basic notes, and it was a disaster. I got this strange deer-in-the-headlights feeling, was too nervous to think, and wound up tanking. So now I prepare ahead of time.

That being said, even I like to leave some things unexplained. One of my favorite devices (one which the players have not caught on to as of yet) is to provide them with small mysteries: dead bodies with odd messages, mysterious strangers tailing them, NPCs that pop up again and again... and let THEM figure out what the deal is. They usually come up with some really interesting theories, and the investigation can become an adventure in and of itself. Of course, once I know that they will be investigating, then I prepare everything. :)
 

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

Hear! Hear!

I have been GMing the way you describe for more than twenty years, and I don't get any complaints. At least, not on the grounds that by adventures are under-prepared, under-detailed, or inconsistent.

It ain't broke. Don't fix it.

Regards,


Agback
 

I'm about to come up on the 20th anniversary of my main campaign, which is still going strong with quite a few of the original players. I wing everything. Why? Simply because, I come up with things that are much better stories during play, making all my preperation valueless. Wasted time. And on the few occasions I did force myself to stick to the prep, my players asked if I was feeling well. Apparently, the full prep-games were significantly less fun than the on-the-fly.
 

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