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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="Dragonbait" data-source="post: 4738733" data-attributes="member: 29182"><p>What I have learned from playing that will help me GM</p><ul> <li data-xf-list-type="ul">How magic works in 3ed</li> <li data-xf-list-type="ul">A little Player vs. GM attitude helps the players start to feel like they need to rely on each other</li> <li data-xf-list-type="ul">Let the players lead the story if you want character development.</li> <li data-xf-list-type="ul">Avoid situations where many players have nothing to do in an encounter/scene unless they choose to do nothing.</li> <li data-xf-list-type="ul">Players rarely notice the little things that make a setting unique unless if affects their character directly.</li> <li data-xf-list-type="ul">When GMing for people with ADD, get out what you need to say in the first two sentences. All other sentences are fluff.</li> <li data-xf-list-type="ul">Don't read box text. Put it in your own words, especially if you are a poor reader or are prone to saying "Um" and "Uhh" a lot. People's reading voices tend to drone unless they are good public speakers.</li> <li data-xf-list-type="ul">(MY) players generally like long fights when it comes to "boss" fights.</li> <li data-xf-list-type="ul">If you have specific plans for a campaign, let the players know upfront.</li> <li data-xf-list-type="ul">For class-based games, make sure the group has a session where everyone gets an idea of their role. When people create their character without any idea of what the other characters are going to be, there are problems.</li> <li data-xf-list-type="ul">When starting a session, a simple mini warm-up fight works well, as does a well-placed epic song or major story element. </li> </ul></blockquote><p></p>
[QUOTE="Dragonbait, post: 4738733, member: 29182"] What I have learned from playing that will help me GM [LIST] [*]How magic works in 3ed [*]A little Player vs. GM attitude helps the players start to feel like they need to rely on each other [*]Let the players lead the story if you want character development. [*]Avoid situations where many players have nothing to do in an encounter/scene unless they choose to do nothing. [*]Players rarely notice the little things that make a setting unique unless if affects their character directly. [*]When GMing for people with ADD, get out what you need to say in the first two sentences. All other sentences are fluff. [*]Don't read box text. Put it in your own words, especially if you are a poor reader or are prone to saying "Um" and "Uhh" a lot. People's reading voices tend to drone unless they are good public speakers. [*](MY) players generally like long fights when it comes to "boss" fights. [*]If you have specific plans for a campaign, let the players know upfront. [*]For class-based games, make sure the group has a session where everyone gets an idea of their role. When people create their character without any idea of what the other characters are going to be, there are problems. [*]When starting a session, a simple mini warm-up fight works well, as does a well-placed epic song or major story element. [/LIST] [/QUOTE]
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