Vayden
First Post
I think my biggest weakness is not prepping enough. My 2nd biggest weakness would be boring NPCs, then catering a bit too much to my own style as a player (lots of combat), then not getting enough information about the world out to my players. And finally, I get bored and want to DM a new and different story way too frequently.
On the other hand, I've only been DMing for 4-5 years, and I'm still learning all the time. I know I'm pretty good at keeping up with things and generating adventure on the fly when the game goes off the rails (since half the time I don't have any rails). I know I'm fair and balanced with rules judgements - I don't let people break the game ridiculously, but I very rarely say no and I'm always willing to roll with something creative. I ran a small adventure that I made up for our last 3.5 campaign (4-5 sessions), and pretty much everyone agrees that was one of the best adventures our group's ever done.
Here are my latest plans for improving my next game:
1) Give people more advance notice of what we're going to be doing (campaign hand-out etc)
2) Hand out a list of questions about their character and make each player answer them before we start, to get more background and depth to the characters, as well as hopefully generating some plot hooks I can use
3) Not going to try and plan a campaign, just an adventure - if it goes well and we're all still interested, I'll plan another adventure for the same characters after we're done.
4) I'm going to use a published campaign setting, to give a little more depth to the world, and I'm going to make sure the players all have access to the setting and can read up on it before we get started (made the mistake when I ran a Ptolus game of not passing around the book to the players - to most of them it ended up just being another big generic city).
On the other hand, I've only been DMing for 4-5 years, and I'm still learning all the time. I know I'm pretty good at keeping up with things and generating adventure on the fly when the game goes off the rails (since half the time I don't have any rails). I know I'm fair and balanced with rules judgements - I don't let people break the game ridiculously, but I very rarely say no and I'm always willing to roll with something creative. I ran a small adventure that I made up for our last 3.5 campaign (4-5 sessions), and pretty much everyone agrees that was one of the best adventures our group's ever done.
Here are my latest plans for improving my next game:
1) Give people more advance notice of what we're going to be doing (campaign hand-out etc)
2) Hand out a list of questions about their character and make each player answer them before we start, to get more background and depth to the characters, as well as hopefully generating some plot hooks I can use
3) Not going to try and plan a campaign, just an adventure - if it goes well and we're all still interested, I'll plan another adventure for the same characters after we're done.
4) I'm going to use a published campaign setting, to give a little more depth to the world, and I'm going to make sure the players all have access to the setting and can read up on it before we get started (made the mistake when I ran a Ptolus game of not passing around the book to the players - to most of them it ended up just being another big generic city).