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DMs: what have you learned from PLAYING that has made you a better DM?
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<blockquote data-quote="Badwe" data-source="post: 4734969" data-attributes="member: 61762"><p>Let me say that I have a good deal to learn about DMing as I have only had 1 true opportunity to DM (I am writing off my attempts at GMing alternity as a youthful folly!).</p><p></p><p>Pacing is absolutely something important I have discovered. Going from DM to player I finally had perspective on what to look for in good DMing. If things are dragging you need to shake it up and let the pace change. Don’t rely on the party to pull themselves out of a slump just because they’re trying to. Make it incredibly easy, get as far away from the slow point as you can, either with combat, a skill challenge, or a sudden twist in the plot.</p><p></p><p>Another thing I’ve learned is the improv game “Yes, and…” As often as possible I try to let my players circumnavigate or outsmart my situations and still give them full credit. This leads into another idea of shared storytelling. If you are married to your setting and your NPC villains are your pets, then the players are just living in your world. Let them shape the world, let them be bold. Whenever possible, let them make that check. If it’s ridiculous, use the highest DC for their level range, and if it succeeds anyway use the lowest damage die range for that level. The act of succeeding is more energizing than making efficient use of your actions.</p><p></p><p>Speaking of verisimilitude, don’t argue with engineers. They know more about physics than you do, even if you’re an engineer too. “Realism” in gaming is only as effective as it engages your players. If tracking rations adds to their gaming experience, let them do it. If it doesn’t, don’t worry about it. At the end of the day, weather you are a 4e gamist or a 2e simulationist, you need to put things in front of your players they want to engage. You’re not writing a book, you’re telling a story, and there’s an important difference.</p></blockquote><p></p>
[QUOTE="Badwe, post: 4734969, member: 61762"] Let me say that I have a good deal to learn about DMing as I have only had 1 true opportunity to DM (I am writing off my attempts at GMing alternity as a youthful folly!). Pacing is absolutely something important I have discovered. Going from DM to player I finally had perspective on what to look for in good DMing. If things are dragging you need to shake it up and let the pace change. Don’t rely on the party to pull themselves out of a slump just because they’re trying to. Make it incredibly easy, get as far away from the slow point as you can, either with combat, a skill challenge, or a sudden twist in the plot. Another thing I’ve learned is the improv game “Yes, and…” As often as possible I try to let my players circumnavigate or outsmart my situations and still give them full credit. This leads into another idea of shared storytelling. If you are married to your setting and your NPC villains are your pets, then the players are just living in your world. Let them shape the world, let them be bold. Whenever possible, let them make that check. If it’s ridiculous, use the highest DC for their level range, and if it succeeds anyway use the lowest damage die range for that level. The act of succeeding is more energizing than making efficient use of your actions. Speaking of verisimilitude, don’t argue with engineers. They know more about physics than you do, even if you’re an engineer too. “Realism” in gaming is only as effective as it engages your players. If tracking rations adds to their gaming experience, let them do it. If it doesn’t, don’t worry about it. At the end of the day, weather you are a 4e gamist or a 2e simulationist, you need to put things in front of your players they want to engage. You’re not writing a book, you’re telling a story, and there’s an important difference. [/QUOTE]
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