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*TTRPGs General
DM'ing is a skill, not an art.
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<blockquote data-quote="El Mahdi" data-source="post: 4690380" data-attributes="member: 59506"><p>I have to agree with Crothian, I think it's a Skill <em>and</em> an Art. Actually, I think you (Kzach) made a good argument for the Art aspect yourself.</p><p> </p><p>I think viewing DM'ing as just a skill is what leads to being inflexible as far as on-the-fly story/plot/adventure modification goes. To me, viewing DM'ing as just a skill limits it to strictly an <em>"If-Then"</em> exercise. Using your creativity to go outside the parameters of the adventure, to me is an <em>"Art"</em>.</p><p> </p><p>But, I agree with you whole heartedly on the missed opportunity. I would have definitely come up with something for the characters that tried something the adventure didn't have a preset answer for. That's where the "Art" aspect comes in IMO. Using my own creativity is what makes DM'ing so much fun for me. If it was just a skill for me, then I really don't see a difference between DM'ing and <em>"Managing</em>" (although, I'd say there is a certain amount of <em>"Art"</em> to good Management also<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p><p> </p><p>I've been in a situation before where the DM essentially punished me for a bad decision by leaving me stranded, with no way to contribute to the adventure, for about 4 hours of real-world time (although it may have been that the DM just didn't have any idea of what to do). So, I have a distinct distaste for situations like that. However, punishing the players/characters with a really tough or dangerous encounter, because of a bad decision - well that's what the game is all about<img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 4690380, member: 59506"] I have to agree with Crothian, I think it's a Skill [I]and[/I] an Art. Actually, I think you (Kzach) made a good argument for the Art aspect yourself. I think viewing DM'ing as just a skill is what leads to being inflexible as far as on-the-fly story/plot/adventure modification goes. To me, viewing DM'ing as just a skill limits it to strictly an [I]"If-Then"[/I] exercise. Using your creativity to go outside the parameters of the adventure, to me is an [I]"Art"[/I]. But, I agree with you whole heartedly on the missed opportunity. I would have definitely come up with something for the characters that tried something the adventure didn't have a preset answer for. That's where the "Art" aspect comes in IMO. Using my own creativity is what makes DM'ing so much fun for me. If it was just a skill for me, then I really don't see a difference between DM'ing and [I]"Managing[/I]" (although, I'd say there is a certain amount of [I]"Art"[/I] to good Management also;)). I've been in a situation before where the DM essentially punished me for a bad decision by leaving me stranded, with no way to contribute to the adventure, for about 4 hours of real-world time (although it may have been that the DM just didn't have any idea of what to do). So, I have a distinct distaste for situations like that. However, punishing the players/characters with a really tough or dangerous encounter, because of a bad decision - well that's what the game is all about:devil:;). [/QUOTE]
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