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DMing: where's the fun?

  • Thread starter Thread starter xnosipjpqmhd
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for me, the fun in dming is two fold..
1) creative outlet -- i am not really a creative person but i -want- to be. so while the campaign ideas are not really creative compared to the world, it's still creative in terms of what i am able to do
2) i get fidgety with the same pc if i play it too long or play it too infrequently, so being dm lets me try out all sorts of PC concepts without needing to be fully invested in any of them should i not like it or get bored of the npc.

however, once it starts to feel like a 'chore' (for whatever reason, be it player politics or lack of idea that even i could consider somewhat creative) then i don't like dming and find it 'unfun' for me and would prefer to play when that's the case.
 

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I'm surprised nobody has mentioned the funnest parts about being a DM...the fame, the riches, & the women.

I DM for the fame:
I'm known all around my area as being the worst DM to play with. The truth is, they just suck & can't kill my awesome NPCs.

I DM for the riches:
I'm the first to help myself to the Cheetos & soft drinks that I don't even chip in for. I also don't buy my own books, I just borrow them from the other players...you save tons of money that way.

And I DM for the women:
My mom brags to all of her friends about how creative I am. I also get a lot of girls checking me out when I'm wearing my wizards outfit at the mall.

There's a few other perks to DMing, like killing PCs, railroading, & arguing about rules in the middle of a game. But nothing beats the Big 3.
 

You realise that with the limited scope of a D&D game you can put anything in a positive perspective?


I am going to have to disagree. I don't think there is a limit to the scope of D&D. That's why we probably (i think at least) love playing it. It's as limitless as our imaginations, except for those concrete thinkers, which D&D attracts less of.
 

If/when you DM, what part of DMing is most fun for you? Should DM duty be rotated so no one has to shoulder the burden alone? Let's hear your thoughts on how to make DMing (more) fun.

In my humble opinion, if the "work" of prepping is not in and of itself an entertainment, then you are probably better off finding a different game, or letting someone else GM.

From there, much of my fun comes from working with my players - the creative collaboration that is the game play.
 

In my humble opinion, if the "work" of prepping is not in and of itself an entertainment, then you are probably better off finding a different game, or letting someone else GM.

From there, much of my fun comes from working with my players - the creative collaboration that is the game play.
I don't think calling prepwork "work" is necessarily bad. Picking out monsters, considering NPC next moves, planning out a fun combat environment--these things can pay off handsomely in the session, but they can be fairly unstimulating.

If you enjoy doing prep as well as actually running the game, that's awesome. But if you don't, or don't always like the time investment, all it means is that you should swap around GMing duties every so often, and not make one person do it all the time.
 

In my humble opinion, if the "work" of prepping is not in and of itself an entertainment, then you are probably better off finding a different game, or letting someone else GM.

From there, much of my fun comes from working with my players - the creative collaboration that is the game play.


Point blank gotta agree 110%
 

I DM because I really enjoy making shi stuff up. I get to do far more of it as a DM than player. This includes everything from setting work like inventing gods and placing mountain ranges to figuring out what NPC's do and say next in response to my players batty actions at the table.

Here are some recent... things I got to make up:

  • Recollection Wine, which is fermented from willing ghosts.
  • A seller of fine Recollection Wines named Earnest Gallows.
  • The Mask of Cybelle -- which is a little like the Maltese Falcon, if the Maltese Falcon was imbued with the spirit of an ancient vampire queen and capable of possessing nearby heiresses.
  • Cybelle the 3rd of Enkiil Isle herself, who is, well, was, like a cross between Stalin and the Buddha.
  • The homeless bard/bums of the Unseemly Court, including Lord Lack-A-Day and Lady Bumtussle.

Which isn't to say DM'ing doesn't sometimes feel like work, because it does. Though in my case that has more to do with the almost comically inefficient way I prepare. Oh well, at least I can make clever shi stuff up...
 

That right there is the biggest reason for the forms - aside from the fact that I am addicted to forms, that is.

Anonymous... not so much, but private - the players only see another's comments if they are willing to share. Some are, some aren't.

Basically I ask questions like: 'What Did You Enjoy?'
'What Did You Not Enjoy?'
'Where Do You Think The Game Needs Work?'
'Did Your Character Learn/Figure Out Something, If So, What?'
'What Did You Do That You Thought Was Cool?'
'What Did Someone Else Do That You Thought Was Cool?'
(These last two are the closest to mandatory that I have.)

I have the forms, but most often the answers get e-mailed to me.

Players sharing feedback has helped me - I have had a player that was causing problems about Subplots (Spycraft 2.0), and on hearing the other players decided to give them another try. One result has been that he has started using Subplots in his own campaign.... (His was the game I most recently got to play in, for that matter - a mystery of a stolen Zamboni, and some Canadian hockey players who had been kidnapped by the Winter Court of fey.)

After realizing that the other players were really enjoying them he relaxed enough to give them a try. Previously he felt that taking a Subplot was like 'painting a big target on his chest.'

Other things that can help shape the game are Action Dice and Karma Dice - a mechanic that I stole from 7th Sea. One advantage is that they provide instant feedback from the GM, in mostly positive fashions.

Action Dice are dice, most often D6s, except in games like Spycraft that already has the mechanic, that the GM hands out for trying to do things that he thinks are cool. The player can spend one, and add it to any one roll.

So, if he got a 10 on a d20, and decided to add an action die, rolling a 3 then the die roll would be 13. You can't get a 'Natural 20' this way, but it helps.) It is important to hand them out for attempting, not succeeding - that way they can be spent on whatever cool thing the PC is attempting.

This means that the players learn what the GM thinks is cool, and is more likely to act accordingly. I aim at handing out about six a session - I want the PCs to act like heroes.

Karma Dice are a bit different - a small bowl of Good Karma dice in the middle of the table that the players can use - one die at a time per player, to boost someone else's roll, adding a description of what gave the bonus (or penalty - I allow them to be used to penalize an NPC's die roll as well.)

A Bad Karma die is a black token that the GM gives to a problem player, one who is disruptive, argumentative, or just plain rude to everybody. At any time the GM can take back the token and tell the player 'You fail' - no matter what the die roll that he might have gotten. (Nothing like taking away that Natural 20 to teach a lesson.)

In theory the Bad Karma die can be taken from whatever PC earned it, then used on any other PC, but I eventually just went with it happening to the idjet who earned it. For what it is worth, I have only twice given Bad Karma dice, and this is over a goodly number of years. While I warned the players that the die could be used against anybody I only ever used it on the two idjets who earned them.

Time for bed, my typing skills are going bye bye.... Coherence evaporating.... Spelling dimbinished...fthsn.....

The Auld Grump

That's funny I thought I was the only one doing that. I also ask PCs to rate adventures 1-10, 10 obviously being the best. The first adventure of the campaign was a 7, cause I put it together hurriedly and without much thought. Most other adventures were 9's and truly great ones were 10's. I would only suggest doing this with people you know would be honest. I also ask PC suggestions like you mentioned. I also take PC requests...ie what a PC would like to see in future adventures. Obviously they are all not granted, and suprizingly no one ever tried to abuse it. No one said I want a +5 sword or full plate mail. When I asked why they all said 'it would ruin the fun and we know you ask for role-playing requests'. Some requests were for an annoying soldier a PC ran into to become his arch enemy, not a major villian, just a rival. Another PC asked to be captured by a villian they wanted to challange and another one wanted an airborne battle. Being the DM does give you final decisions, but having things PCs WANT in the adventures helps everyone enjoy it more!
 

In my humble opinion, if the "work" of prepping is not in and of itself an entertainment, then you are probably better off finding a different game, or letting someone else GM.

QFT.

No, really, QFT, QFT, QFT. If you find yourself pizting around fiddling with rules, writing up campaign content, and dreaming up adventures even when you aren't running a campaign, then you've probably got the chops.
 

Thanks again for the comments.

If you are like me, you have lots of Real Life competing for your time. Here's a couple more questions for your consideration:

Do you ever feel like the hours you spend prepping/running your game could be more profitably spent elsewhere, say as a fiction writer, artist, game designer, [insert your creative pursuit of choice]... where you still have a creative outlet but with a potential for a paycheck at the end? If Tolkien (or another favorite author) had been a DM, would he ever have found the time to publish?

What do you do if you want to take a break from DMing, but others in your group are unwilling to commit time to DM? Obviously most DMs invest their personal time into their game of their own free will and without promise of something in return... but surely other (non-gaming) social groups have dealt with this "commitment imbalance" issue?

Discuss.
 

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