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*TTRPGs General
DM'ing is a skill, not an art.
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<blockquote data-quote="weem" data-source="post: 4691334" data-attributes="member: 9470"><p>For me, I feel DM-ing well is an art. You can know all the rules and have all the DM-ing skills needed to run a game, but that in no way translates to a fun or engaging game. You need to know your players and be able to tell a fun and compelling story that draws those people into it based on their individual needs/desires. I consider writing (well) an artform and for me DM-ing is the same, if only in audio book format and much more interactive? haha.</p><p></p><p>Anyway, we'll leave that alone and get to my point...</p><p></p><p>Draw your players into the story - make them feel as though their actions matter... that's what I feel my job is basically as a DM... I am damaging those efforts if I do not reward players for trying... had your DM let them discover something, or at least have some fun getting up there (encounters, etc) you teach the players that taking chances and adventuring off the beaten path is a good thing. To me, if I didn't want them to get in that way, I would either sum it up (as has been mentioned) "You move your way up the smelly, dirty tube only to find your path blocked... but you make your way back safely enough, if not smelling good"</p><p></p><p>Again (as has been mentioned) a reward does not have to be treasure... it could simply be a combat encounter, or some kind of insight into the story - maybe they can not go any further, but they CAN see through a grate and gain some information about what is inside that they otherwise wouldn't have had, etc.</p></blockquote><p></p>
[QUOTE="weem, post: 4691334, member: 9470"] For me, I feel DM-ing well is an art. You can know all the rules and have all the DM-ing skills needed to run a game, but that in no way translates to a fun or engaging game. You need to know your players and be able to tell a fun and compelling story that draws those people into it based on their individual needs/desires. I consider writing (well) an artform and for me DM-ing is the same, if only in audio book format and much more interactive? haha. Anyway, we'll leave that alone and get to my point... Draw your players into the story - make them feel as though their actions matter... that's what I feel my job is basically as a DM... I am damaging those efforts if I do not reward players for trying... had your DM let them discover something, or at least have some fun getting up there (encounters, etc) you teach the players that taking chances and adventuring off the beaten path is a good thing. To me, if I didn't want them to get in that way, I would either sum it up (as has been mentioned) "You move your way up the smelly, dirty tube only to find your path blocked... but you make your way back safely enough, if not smelling good" Again (as has been mentioned) a reward does not have to be treasure... it could simply be a combat encounter, or some kind of insight into the story - maybe they can not go any further, but they CAN see through a grate and gain some information about what is inside that they otherwise wouldn't have had, etc. [/QUOTE]
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