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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="Toben the Many" data-source="post: 4737320" data-attributes="member: 19273"><p>Going all the way back to the OP - Ydars - what made you learn lessons as a player this time around as opposed to all of the other times? Just curious. </p><p></p><p>For myself, I've learned the most about DM from being a player. </p><p></p><p>Many people have said this and even the OP, but I'll reiterate it for emphasis - nerfing character abilities sucks. Telling players, "Well, that Feat doesn't work like that." Or, "that spell doesn't work like that" is pretty crappy. </p><p></p><p>I especially dislike the nerfing of abilities for the sake of plot. For example, let's say we are investigating something. My survival skill is +17 and I try to Track where the killer's gone off to. Then, the DM tells me, no matter how well I roll that the tracks lead off in X direction, but then disappear. </p><p></p><p>What? So my Tracking ability told me...nothing? Let least give me a bone. Tell me how tall the killer was, whether it was a man or woman, perhaps if they were human, elf, or dwarf. But so many times, I've seen DMs completely nerf "plot breaking" abilities for the sake of their story. </p><p></p><p>When I run a game, if you've hit a high DC, I will try to at least give you <em>something</em>. Some kind of information. </p><p></p><p>Another thing that is related to this is loosey-goosey dice rolling. I personally hate that. When a DM tells you to make a roll. And you do so. If you happen to roll "high" on the d20, you succeed. If you happen to roll "low" on the d20, you fail - <strong>even if your skill makes a low roll high</strong>. </p><p></p><p>For example, if I try to track and roll a 6 on the d20 roll, but have +21 to my roll, it's still a decent roll. But I know so many DMs who might tell me - "Yeah, so you fail." "But I have a +21 to track stuff. That gives me a 27." "Yeah, you <em>barely</em> missed it."</p><p></p><p>The reason I hate this sort of thing is that when a DM does this, it makes me feel like I put all of those points and character development into my skill for nothing. </p><p></p><p>So, to combat this in my own games, I try to give my players the DC <em>before</em> they roll. This way, they know that know I'm not BS'ing them and it keeps me honest. </p><p></p><p>But the #1 thing that being a player cured me of is "pure whim storytelling". I know that many people love this. And, in fact, I used to be that kind of GM. However, when I'm sitting across the table from a GM who's making it up all on the fly, I can tell. And it seriously hurts my enjoyment of the game. Suddenly, I can see all the strings on the puppets. I can see all of the camera crews and special effects guys. Also, GMs who do it all 100% on the fly tend to be pretty loosey-goosey with their dice rolls. Often times, if what you're attempting sounds cool to the GM, he'll let you do it. If it doesn't sound cool to <em>him</em>, then he won't let you do it.</p></blockquote><p></p>
[QUOTE="Toben the Many, post: 4737320, member: 19273"] Going all the way back to the OP - Ydars - what made you learn lessons as a player this time around as opposed to all of the other times? Just curious. For myself, I've learned the most about DM from being a player. Many people have said this and even the OP, but I'll reiterate it for emphasis - nerfing character abilities sucks. Telling players, "Well, that Feat doesn't work like that." Or, "that spell doesn't work like that" is pretty crappy. I especially dislike the nerfing of abilities for the sake of plot. For example, let's say we are investigating something. My survival skill is +17 and I try to Track where the killer's gone off to. Then, the DM tells me, no matter how well I roll that the tracks lead off in X direction, but then disappear. What? So my Tracking ability told me...nothing? Let least give me a bone. Tell me how tall the killer was, whether it was a man or woman, perhaps if they were human, elf, or dwarf. But so many times, I've seen DMs completely nerf "plot breaking" abilities for the sake of their story. When I run a game, if you've hit a high DC, I will try to at least give you [i]something[/i]. Some kind of information. Another thing that is related to this is loosey-goosey dice rolling. I personally hate that. When a DM tells you to make a roll. And you do so. If you happen to roll "high" on the d20, you succeed. If you happen to roll "low" on the d20, you fail - [b]even if your skill makes a low roll high[/b]. For example, if I try to track and roll a 6 on the d20 roll, but have +21 to my roll, it's still a decent roll. But I know so many DMs who might tell me - "Yeah, so you fail." "But I have a +21 to track stuff. That gives me a 27." "Yeah, you [i]barely[/i] missed it." The reason I hate this sort of thing is that when a DM does this, it makes me feel like I put all of those points and character development into my skill for nothing. So, to combat this in my own games, I try to give my players the DC [i]before[/i] they roll. This way, they know that know I'm not BS'ing them and it keeps me honest. But the #1 thing that being a player cured me of is "pure whim storytelling". I know that many people love this. And, in fact, I used to be that kind of GM. However, when I'm sitting across the table from a GM who's making it up all on the fly, I can tell. And it seriously hurts my enjoyment of the game. Suddenly, I can see all the strings on the puppets. I can see all of the camera crews and special effects guys. Also, GMs who do it all 100% on the fly tend to be pretty loosey-goosey with their dice rolls. Often times, if what you're attempting sounds cool to the GM, he'll let you do it. If it doesn't sound cool to [i]him[/i], then he won't let you do it. [/QUOTE]
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