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Do You Consider Yourself A Good DM -- If Yes, Why?
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<blockquote data-quote="Voadam" data-source="post: 485704" data-attributes="member: 2209"><p>I rate myself as a very good DM.</p><p></p><p>My players really enjoy the game and I have been told by some that my campaign has been the most intense RP experience they have ever been involved in.</p><p></p><p>Descriptions and immersion are very important so that players get a real visceral feel for where they are and what they are experiencing even when they are not sure exactly what is going on or what they are dealing with.</p><p></p><p>Creatures are not named but described.</p><p></p><p>Animal sounds and wheather are usually described when out in the wilderness.</p><p></p><p>I tailor descriptions to the characters, a chaotic rogue notices loose papers and where the captain's log is kept when they negotiate with him, while the fighter notices that the first mate has calluses on his hands, a cat like grace, and carries his cutlass as if it is a part of him.</p><p></p><p>I am good at blending in different elements and making them work as part of a realistic whole, ranging from different sourcebook material to different module plots to PC concepts and ongoing big picture plots. </p><p></p><p>I allow a lot of PC freedom allowing them to go their own ways and choose not to do things, or to over reach themselves and face the realistic resulting consequences. </p><p></p><p>Even though I mostly use modules for my adventure ideas, I don't force railroading and characters can and have found ways to go against standard module routes (they joined the slavers at one point).</p><p></p><p>I work at making sure everybody has some on stage time so that quieter PCs still are part of every game.</p><p></p><p>PCs feel competent in their areas of expertise and as a group they find things both above (very scary) and below (when they feel powerful) their power levels.</p><p></p><p>I create a pretty good atmosphere of mystery and the supernatural to magic in the game. There is always a lot out there that can not be taken for granted and characters are kept engaged and aware.</p><p></p><p>Having things well described and having things make sense in game and work logically go a long way to making a good game IME.</p></blockquote><p></p>
[QUOTE="Voadam, post: 485704, member: 2209"] I rate myself as a very good DM. My players really enjoy the game and I have been told by some that my campaign has been the most intense RP experience they have ever been involved in. Descriptions and immersion are very important so that players get a real visceral feel for where they are and what they are experiencing even when they are not sure exactly what is going on or what they are dealing with. Creatures are not named but described. Animal sounds and wheather are usually described when out in the wilderness. I tailor descriptions to the characters, a chaotic rogue notices loose papers and where the captain's log is kept when they negotiate with him, while the fighter notices that the first mate has calluses on his hands, a cat like grace, and carries his cutlass as if it is a part of him. I am good at blending in different elements and making them work as part of a realistic whole, ranging from different sourcebook material to different module plots to PC concepts and ongoing big picture plots. I allow a lot of PC freedom allowing them to go their own ways and choose not to do things, or to over reach themselves and face the realistic resulting consequences. Even though I mostly use modules for my adventure ideas, I don't force railroading and characters can and have found ways to go against standard module routes (they joined the slavers at one point). I work at making sure everybody has some on stage time so that quieter PCs still are part of every game. PCs feel competent in their areas of expertise and as a group they find things both above (very scary) and below (when they feel powerful) their power levels. I create a pretty good atmosphere of mystery and the supernatural to magic in the game. There is always a lot out there that can not be taken for granted and characters are kept engaged and aware. Having things well described and having things make sense in game and work logically go a long way to making a good game IME. [/QUOTE]
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