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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="MadLordOfMilk" data-source="post: 4737035" data-attributes="member: 77691"><p>Most of my experience is with DMing. When I've played, there are a few things I've learned (note: might be some 4e focus here):</p><p></p><ul> <li data-xf-list-type="ul"><u><strong>Skill challenges are all about how you run them.</strong></u> I've always thought mine were pretty interesting at the table. When I ran the one on Worldwide D&D Game Day, the DM just had everyone go around the table and arbitrarily pick something to get a success or fail... that was just lame.</li> <li data-xf-list-type="ul">It's awesome when monsters trigger stuff. Some DMs are too afraid of triggering OAs or other effects you land on them. Let them happen! So what if your monsters die faster, that's what the players are going for! Your goal isn't to make the least-fun but most effective move happen.</li> <li data-xf-list-type="ul">The DM should set out to make the game fun. Period.</li> <li data-xf-list-type="ul">Pacing. You have to sit there as a player to really understand what can screw up the pace of a game, what feels comfortable, etc.</li> <li data-xf-list-type="ul">Completely stomping an encounter (even if it was supposed to be a challenge, but wasn't) is fun! DMing my normal reflex is to modify it to be tougher, but I realized "eh, why not let them just wreck it in no time flat?". Assuming it's not a terribly important battle (like the villain you've been chasing for 12 sessions straight or something), it's a nice break from your normal combat routine.</li> <li data-xf-list-type="ul">I understand player frustrations a bit better when I've been on their side of the screen. Related to pacing, I also understand why people will have times when it's their turn and their response is "uuuuuuuuuuuuuuuuhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh OH ok, I'm gonna attack using this spell, so that's this vs ac... ok, does an 18 hit? ok, so that's... 1+4+3... ok 8 damage". They were completely zoned out. Note: When they zone out because other people are taking forever like that, it ends up in a sort of vicious cycle.</li> <li data-xf-list-type="ul">When people do the above, it'd be real nice if they just said "delay" and prepared their turn. Sitting around waiting as a player for stuff like that can suck. I don't mind it as much as DM because there's plenty to think about.</li> <li data-xf-list-type="ul">Having your idea completely shut down is a bit irritating.</li> <li data-xf-list-type="ul">Balance! As in, balance between RPing and combat. Very important.</li> <li data-xf-list-type="ul">Skills matter. Even if it seems obscure, have uses for all the skills your players have on their sheet. Having a character's few trained skills not come up in practical applications makes for a lame roleplaying session. It's incredibly frustrating to look at your character sheet and go "Well, my skills blow. Guess I'll just zone out until this diplomatic excursion is over with."</li> </ul></blockquote><p></p>
[QUOTE="MadLordOfMilk, post: 4737035, member: 77691"] Most of my experience is with DMing. When I've played, there are a few things I've learned (note: might be some 4e focus here): [LIST] [*][U][B]Skill challenges are all about how you run them.[/B][/U] I've always thought mine were pretty interesting at the table. When I ran the one on Worldwide D&D Game Day, the DM just had everyone go around the table and arbitrarily pick something to get a success or fail... that was just lame. [*]It's awesome when monsters trigger stuff. Some DMs are too afraid of triggering OAs or other effects you land on them. Let them happen! So what if your monsters die faster, that's what the players are going for! Your goal isn't to make the least-fun but most effective move happen. [*]The DM should set out to make the game fun. Period. [*]Pacing. You have to sit there as a player to really understand what can screw up the pace of a game, what feels comfortable, etc. [*]Completely stomping an encounter (even if it was supposed to be a challenge, but wasn't) is fun! DMing my normal reflex is to modify it to be tougher, but I realized "eh, why not let them just wreck it in no time flat?". Assuming it's not a terribly important battle (like the villain you've been chasing for 12 sessions straight or something), it's a nice break from your normal combat routine. [*]I understand player frustrations a bit better when I've been on their side of the screen. Related to pacing, I also understand why people will have times when it's their turn and their response is "uuuuuuuuuuuuuuuuhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh OH ok, I'm gonna attack using this spell, so that's this vs ac... ok, does an 18 hit? ok, so that's... 1+4+3... ok 8 damage". They were completely zoned out. Note: When they zone out because other people are taking forever like that, it ends up in a sort of vicious cycle. [*]When people do the above, it'd be real nice if they just said "delay" and prepared their turn. Sitting around waiting as a player for stuff like that can suck. I don't mind it as much as DM because there's plenty to think about. [*]Having your idea completely shut down is a bit irritating. [*]Balance! As in, balance between RPing and combat. Very important. [*]Skills matter. Even if it seems obscure, have uses for all the skills your players have on their sheet. Having a character's few trained skills not come up in practical applications makes for a lame roleplaying session. It's incredibly frustrating to look at your character sheet and go "Well, my skills blow. Guess I'll just zone out until this diplomatic excursion is over with." [/LIST] [/QUOTE]
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