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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="Greg K" data-source="post: 4734972" data-attributes="member: 5038"><p>Well what a player is looking for in a good game is going to vary by player. Someone with a style based heavily on butt kicking and kicking down the door is going to be looking for something different than someone interested in setting exploration and interacting with NPCs.</p><p></p><p></p><p> Possibly, but what doesn't work for some players, may work for others</p><p></p><p></p><p>Unless, it is routinely employed, I would say that it depends on the players. </p><p></p><p></p><p>Or, you need to have a group of players that are fun and entertaining. With my last two groups, it has not been a problem. If a player is taken out of the fight, they are too busy rooting for the other PCs and enjoying what is going on at the table, but then the other players make the game interesting.</p><p></p><p></p><p></p><p>Again, it depends on the group. I, personally,would hate a campaign that was completely dungeon focused or lacked social interaction, but some players want that. </p><p> </p><p></p><p></p><p>Again, this only true for some players, but not all. </p><p> </p><p></p><p></p><p>Yes, you learn alot. However, there is nothing requiring you to use those tactics if it would be inappropriate for the NPC/Monster based upon their intelligence, niche, etc.</p><p> </p><p></p><p>I agree with you. It is a good thing.</p><p> </p><p></p><p></p><p>I'm leaving to work, but a few key things.</p><p>1. Communication of style, expectations, house rules, sources etc. is extremely important and should, ideally, be done before character generation. Further, communication and feedback throughout the campaign should continue throughout the came.</p><p></p><p>2. No matter what else, the game is always about the characters. Even if you limit some choices (races, classes, etc.) or institue houserules, the characters are the stars of the show- your NPCs are not!</p><p></p><p>3. Don't be tied to your plotline/story. As soon as your players' characters enter the game, expect Murphy's Law to take over your finely crafted plans. Learn to accept and embrace this.</p><p></p><p>4..How to pace</p><p></p><p>5. How to handle splitting the party (ties back to #3)</p></blockquote><p></p>
[QUOTE="Greg K, post: 4734972, member: 5038"] Well what a player is looking for in a good game is going to vary by player. Someone with a style based heavily on butt kicking and kicking down the door is going to be looking for something different than someone interested in setting exploration and interacting with NPCs. Possibly, but what doesn't work for some players, may work for others Unless, it is routinely employed, I would say that it depends on the players. Or, you need to have a group of players that are fun and entertaining. With my last two groups, it has not been a problem. If a player is taken out of the fight, they are too busy rooting for the other PCs and enjoying what is going on at the table, but then the other players make the game interesting. Again, it depends on the group. I, personally,would hate a campaign that was completely dungeon focused or lacked social interaction, but some players want that. Again, this only true for some players, but not all. Yes, you learn alot. However, there is nothing requiring you to use those tactics if it would be inappropriate for the NPC/Monster based upon their intelligence, niche, etc. I agree with you. It is a good thing. I'm leaving to work, but a few key things. 1. Communication of style, expectations, house rules, sources etc. is extremely important and should, ideally, be done before character generation. Further, communication and feedback throughout the campaign should continue throughout the came. 2. No matter what else, the game is always about the characters. Even if you limit some choices (races, classes, etc.) or institue houserules, the characters are the stars of the show- your NPCs are not! 3. Don't be tied to your plotline/story. As soon as your players' characters enter the game, expect Murphy's Law to take over your finely crafted plans. Learn to accept and embrace this. 4..How to pace 5. How to handle splitting the party (ties back to #3) [/QUOTE]
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